From b430c2dfd6247f4e16b97bcbed2abc2f1fc8c0a8 Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Sun, 20 Sep 2020 15:41:37 +0300 Subject: Add comments for all FAQ pages, ... add remaining comments for tutorials for Batch Compiler and Terrain Generator --- subpages/Comments/BSP_Viewer_FAQ.html | 684 ++++++++++ subpages/Comments/Batch_Compiler_FAQ-page1.html | 1406 +++++++++++++++++++ subpages/Comments/Batch_Compiler_FAQ-page2.html | 1407 ++++++++++++++++++++ subpages/Comments/Crafty_FAQ.html | 1099 +++++++++++++++ subpages/Comments/GCFScape_FAQ-page1.html | 1217 +++++++++++++++++ subpages/Comments/GCFScape_FAQ-page2.html | 987 ++++++++++++++ subpages/Comments/Terrain_Generator_FAQ-page1.html | 1310 ++++++++++++++++++ subpages/Comments/Terrain_Generator_FAQ-page2.html | 1060 +++++++++++++++ subpages/Comments/VTFLib_FAQ.html | 543 ++++++++ subpages/Comments/virtuAMP_FAQ.html | 611 +++++++++ 10 files changed, 10324 insertions(+) create mode 100644 subpages/Comments/BSP_Viewer_FAQ.html create mode 100644 subpages/Comments/Batch_Compiler_FAQ-page1.html create mode 100644 subpages/Comments/Batch_Compiler_FAQ-page2.html create mode 100644 subpages/Comments/Crafty_FAQ.html create mode 100644 subpages/Comments/GCFScape_FAQ-page1.html create mode 100644 subpages/Comments/GCFScape_FAQ-page2.html create mode 100644 subpages/Comments/Terrain_Generator_FAQ-page1.html create mode 100644 subpages/Comments/Terrain_Generator_FAQ-page2.html create mode 100644 subpages/Comments/VTFLib_FAQ.html create mode 100644 subpages/Comments/virtuAMP_FAQ.html (limited to 'subpages/Comments') diff --git a/subpages/Comments/BSP_Viewer_FAQ.html b/subpages/Comments/BSP_Viewer_FAQ.html new file mode 100644 index 0000000..909b895 --- /dev/null +++ b/subpages/Comments/BSP_Viewer_FAQ.html @@ -0,0 +1,684 @@ + + + + Nem's Tools [BSP Viewer - FAQ - BSP Viewer FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
BSP + Viewer FAQ - NemPosted: Feb 5th, 2005 - 3:19:20 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch BSP Viewer I get the following error message:
"The application failed + to initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

BSP Viewer is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
 
+
Q.
+
+

When I launch BSP Viewer I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

BSP Viewer is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
 
+
Q.
+
+

Does BSP Viewer support Source .bsp files as well as Half-Life .bsp files?

+
+
A.
+
+

No, BSP Viewer only supports Half-Life .bsp files.

+
 
+
Q.
+
+

How do I set BSP Viewer up?

+
+
A.
+
+

To set BSP Viewer up:

+
    +
  1. Go to the Options menu and select Setup.
  2. +
  3. In the MOD field enter the name of the MOD you want to use BSP Viewer for (valve, + cstrike, dod, ns, etc.).
  4. +
  5. In the User Path field select your Steam user path + (..\Steam\SteamApps\you@yourhost.com).
  6. +
  7. Add all the packages your MOD uses (half-life.gcf should always be added).
  8. +
+

Note: When you first run BSP Viewer, BSP Viewer will attempt to set itself up for + Half-Life.

+
 
+
Q.
+
+

How do I save my edited entity data?

+
+
A.
+
+

BSP Viewer does not yet support saving edited entity data. This does not, however, mean + that it is not possible to update your .bsp with the changes you made. To update your .bsp + with the new entity data simply export a .ent file from the File menu in BSP Viewer + then import the .ent file back into your .bsp using Ripent. Ripent is part of Zoner's Tools. +

+
+
+ +

Ask a question...

+
+
+
Modified: Mar 19th, 2005 - 9:35:06 pm[ 22361 Views ] +
+
+

+ + +
+
+
1. como0431Posted: Jul 28th, 2005 - 10:26:54 + pm +
+
+
Is the any chance of bspviewer or hllib being updated for the souce engine?
+

+
+
+
2. NemPosted: Jul 29th, 2005 - 9:55:34 am +
+
+
If I have time, search this site, there is more info on the subject throughout it. +
+

+
+
+
3. stalefistPosted: Aug 22nd, 2005 - 1:42:05 + pm +
+
+
im getting errors, it cant read the .gcf files :(
+

+
+
+
4. NoBodyPosted: Aug 23rd, 2005 - 12:55:02 + pm +
+
+
We cant help you if you do not say what your error is.
+

+
+
+
5. NemPosted: Aug 23rd, 2005 - 9:34:09 pm +
+
+
Just a guess, but try enabling Volatile Access in the Options menu or + (secondly) disabling File Mapping.
+

+
+
+
6. DieselPosted: Nov 1st, 2005 - 3:35:32 + pm +
+
+
I had the same problem. Make a copy of the .gcf files and place them in the bspviewer + folder. That worked for me.
+

+
+
+
7. HitmanPosted: Jan 13th, 2006 - 9:03:19 + am +
+
+
hi all
+ exist any1 converting program from 3ds (or other 3dmax format) to bsp ?
+
+ thx for reply
+

+
+
+
8. NemPosted: Jan 13th, 2006 - 8:44:36 pm +
+
+
Short answer: no. There are technical reasons why it isn't really possible.
+

+
+
+
9. uSELESSPosted: Apr 4th, 2006 - 4:10:47 + pm +
+
+
Nem can u explain me how i can load a .WAD file to view all the map textures?
+
+ the wad is not present in the .gcf
+
+ thanks
+

+
+
+
10. NemPosted: Apr 4th, 2006 - 4:24:30 pm +
+
+
If you have your BSP and WAD files configured in such a way that they load in + whatever MOD they are for, then they should work in BSP Viewer as long as you have BSP Viewer set up + correctly (as in this FAQ).
+

+
+
+
11. Major MikePosted: May 27th, 2006 - 10:45:34 + am +
+
+
I've been having some trouble opening bsp files from Half-Life Blue Shift. Is there + any known problem with Blue Shift, or is it just something I'm doing wrong? I havent had any trouble + opening Half-Life and Opposing Force bsp files.
+

+
+
+
12. NemPosted: May 27th, 2006 - 2:51:51 pm +
+
+
I downloaded Half-Life: Blue Shift today to give it a test. It seems that the entity + and plane lumps have been swapped in the .bsp. I'm not sure if this was an accident by whoever developed + Blue Shift (or maybe intentional to prevent users from decompiling the .bsp files) but I've written + something that will detect the swap and fix-up the lump table.
+
+ The fix will be in Crafty Alpha 9 (released sometime in the next week), I don't maintain BSP Viewer + anymore, it has been mostly ported to Crafty.
+

+
+
+
13. John_Doe_72Posted: Jun 16th, 2006 - 4:42:57 + am +
+
+
Great tool cool
+ But...
+
+ =================
+ Options -> Setup -> Paths
+ MOD: czero
+ User Path: E:\program files\Steam\Half-Life\ (or E:\program files\Steam\)
+ =================
+
+ Maps path: E:\program files\Steam\Half-Life\czero\maps\
+ WAD path: E:\program files\Steam\Half-Life\czero\
+
+ " Loading WAD textures...
+ liquids.wad not found.
+ ...
+ "
+
+ What's wrong? yelling
+

+
+
+
14. NemModified: Jun 19th, 2006 - 10:37:40 pm +
+
+
Your paths seem a bit funny, my Condition Zero folder is located at + ..\Steam\SteamApps\<username>\condition zero\czero and yours should be similar. Also make + sure you mount the Half-Life and Condition Zero .gcf files.

As an alternative you can try my + newer BSP Viewer called Crafty. It is simpler to configure, just run + the program and select the Condition Zero profile from the options menu (the rest should auto-configure + as long as Steam is installed correctly). BSP Viewer is currently discontinued.
+

+
+
+
15. XmeagolModified: Jan 18th, 2007 - 2:09:32 + pm +
+
+
Question:
+
+ I Compressed a 500mb GCF File (HL1) with WinRAR (Best Compression of course) and the file size was about + 100mb..
+
+ Is there a way to create a GCF file just to compress with WinRAR? it would come VERY handy
+
+ i dont plan using it on steam btw apple
+
+
+ EDIT: sry i posted in the wrong section.. Chaos beyond relief
+

+ +
+
+
16. NemPosted: Jan 18th, 2007 - 10:54:00 pm +
+
+
Huh? Why? The GCF format is not meant to be a archive format, it's meant to be a + virtual file system. Are you asking me to alter the format adding compression?
+

+
+
+
17. XmeagolModified: Jan 19th, 2007 - 1:26:23 + pm +
+
+
lol, no, im asking if theres a way to pack files into a GCF file
+
+ its good for compression!
+
+ EDIT: i dont know if this is new or not but i found that .dem and .gcf files are very fragmanted, i + think.
+
+ Also, i compressed 14GB go 2.3GB with winrar!
+
+
+

+
+
+
18. NemPosted: Jan 19th, 2007 - 2:27:42 pm +
+
+
Ah, I think I might know why. Some formats, like ZIP, compress each file + individually, whereas others, like 7z, compress all the files + togeather as if they were one large file. This is called solid + compression. I belive RAR files allow both methods, however, when you compress a GCF file with + WinRAR, you are effectively artificially forcing solid compression.
+

+
+
+
19. XmeagolModified: Jan 19th, 2007 - 2:33:48 + pm +
+
+
So is it possible to Create such program?
+
+ ( to Create.. uhm. GCF! )
+
+
+ .pak files would be cool too xD
+
+ EDIT: i read the Wiki article..
+
+ Is it too unstable for GCF?
+

+
+
+
20. NemPosted: Jan 19th, 2007 - 2:40:48 pm +
+
+
No, there's no reason to RAR a GCF file to increase the compression ratio as you + could just RAR a bunch of files with the solid compression option to achieve the same thing. Alternatly + you could TAR the files before you RAR them, as is commonly done in in Linux (only the resulting TAR is + GZIPed).

WinRAR probably supports TAR, but if not, 7-Zip + does.
+

+
+
+
21. XmeagolPosted: Jan 19th, 2007 - 2:45:24 + pm +
+
+
i wouldnt want it just as a compression thing
+
+ its good to pack stuff instead of a folder or a rar file
+
+ ill do anything!!!.. *sighs*
+

+
+
+
22. NemPosted: Jan 19th, 2007 - 2:59:54 pm +
+
+
If you just want to "pack stuff up", use TAR. + The GCF format offers no benifits over other established archive or compression formats.
+

+
+
+
23. XmeagolModified: Jan 19th, 2007 - 3:09:54 + pm +
+
+
actually it does!
+
+ didnt i just packed 14GB of GCF to a 700mb CD?
+
+ EDIT: 2 acctualy.
+
+ EDIT: Another thing, 7g and TAR files dont compress as fast
+
+ or im doing it totaly wrong
+

+
+
+
24. NemPosted: Jan 20th, 2007 - 2:54:40 am +
+
+
TAR files aren't compressed, so creating them is limited only by the speed of your + hard drive (just like GCF files). As for 7z, it typically compresses slower than RAR, but usually + produces slightly better compression ratios. There is always a trade off between speed and compression + ratio, in fact there are many programs out there that can achieve much higher compression ratios (see this page), + however, most of them are too slow to be practicable.
+

+
+
+
25. XmeagolPosted: Jan 20th, 2007 - 7:55:53 + am +
+
+
do you mind if i talk with you on msn?
+
+ i want to ask you something..
+
+ add: batata_doce@hotmail.com
+

+
+
+
26. NemPosted: Jan 20th, 2007 - 4:11:18 pm +
+
+
E-mail me if you + want to continue this discussion in private.
+

+
+
+
27. SETIsslPosted: Jun 19th, 2008 - 7:46:06 + am +
+
+
hi, im trying to progam a java hl bsp loader/viewer atm, but i'm having serious + problems reading the lump content from the bsp file.
+ do you got any additional information about the structure and what the data is for? the hl sdk doesnt + help me a lot with src code only with no comments.
+

+ + + +
+
+
+
BSP Viewer
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Batch_Compiler_FAQ-page1.html b/subpages/Comments/Batch_Compiler_FAQ-page1.html new file mode 100644 index 0000000..7b7f8b7 --- /dev/null +++ b/subpages/Comments/Batch_Compiler_FAQ-page1.html @@ -0,0 +1,1406 @@ + + + + + Nem's Tools [Batch Compiler - FAQ - Batch Compiler FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Batch + Compiler FAQ - NemPosted: May 26th, 2003 - 11:35:22 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Batch Compiler I get the following error message:
"The application + failed to initialize properly (0xc0000135). Click ok to terminate the application." +

+
+
A.
+
+

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
 
+
Q.
+
+

When I launch Batch Compiler I get the following error message:
"A required .DLL + file, MSCOREE.DLL, was not found."

+
+
A.
+
+

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
 
+
Q.
+
+

When I open an old preset file I get the following error message:
"Error: The data at + the root level is invalid. Line 1, position 1."

+
+
A.
+
+

Batch Compiler v3.X.X is not backwards compatible with Batch Compiler v2.X.X. This means + that old preset files will not work and you will have to recreate them.

+
 
+
Q.
+
+

How can I convert a preset I've saved using one specification file to a preset of another + specification file?

+
+
A.
+
+

This can be accomplished by importing the preset. To do this:

+
    +
  1. From the 'Specifications' menu select the specification file you would like to convert + the preset to.
  2. +
  3. From the 'File' menu select 'Import Preset'.
  4. +
  5. Browse to and open the preset you would like to convert from.
  6. +
+
+
+ +

Ask a question...

+
+
+
Modified: Aug 5th, 2004 - 10:16:43 am[ 86718 Views ] +
+
+

+ +
[ 1 + 2 + ]

+ +
+
+
1. FirestormTerraXPosted: Jun 2nd, 2003 - 4:02:28 + pm +
+
+

+ I compiled my map and it works just fine, but when i get into counter-strike there isn't any text, like + when you select your team, there are only boxes. Same with the weapons, there are only boxes, no + pictures or descriptions. How can this be fixed?alarmed
+
+

+
+
+
2. NemPosted: Jun 4th, 2003 - 10:53:46 am +
+
+

Hum, I haven't mapped for CS for so long it's hard to say. Are you sure + your 1) in CS and 2) have all the required entities (info_player_start, info_player_deathmatch + etc.)
+
+ sad
+
+

+
+
+
3. FirestormTerraXModified: Jun 4th, 2003 - + 8:31:37 pm +
+
+

+ I have those entities, i'm not sure why it does that, but the more i've compiled, i've noticed that + sometimes it does have the text, so I don't know, o well, I don't need it because i have the things + memorized anyway. Thanks anyway. While i'm asking questions, do you have any idea why suddenly in + worldcraft it would stop allowing me to save as a .map file? Whenever i try to save as .map, it comes up + with "worldcraft has encountered an error and must close... blah blah blah". This is making me + a little angry, because it was working fine, and now all the sudden it starts this crap up, can you + help? or is there another way to save my map as a .map file using a different program?
+
+

+
+
+
4. NemPosted: Jun 5th, 2003 - 2:24:10 pm +
+
+

I'm not sure about that either (I'm a QuArK user myself); however, if you look + in the Spec File section you will notice a spec file that contains HLFix. + This is a utility designed to convert .rmf files to .map files and runs on the command line (it is also + capable of fixing some problems with Hammer's exporting code). To use this you basically check the HLFix + stage and select a .rmf file instead of a .map file (what could be easier).

You can find the + program here.
+
+

+
+
+
5. ChaosMixedPosted: Jun 8th, 2003 - 10:25:10 + pm +
+
+

+ HI,
+ Everytime i hit the "Run" button in the Batch Compiler i getting the following error
+
+ "
+ Map change Failed; 'cs_militia' not found on server
+ execing config.cfg"
+ then nothing happen.. is my config.cfg messed up or do a have the wrong path or something
+
+ i run this though CS as i dont have HL
+
+
+
+

+
+
+
6. NemPosted: Jun 9th, 2003 - 11:01:37 am +
+
+

This error comes when HL launches right? After your map has + compiled.
+
+ I don't know much about starting Counter-Strike retail from the console, but if you have the correct + 'File Destination Path' set in the Options -> Setup -> Paths section and you're telling BC to + 'Copy .BSP After Compile' under the Batch tab and you have the correct options under the HL tab then + everything should be fine.
+
+ shrug
+
+ Other then that my best guess is that there was an error in your map so the compiling process stopped + and a .bsp file was never created to copy to you File Destination Path.
+
+ In BC (assuming you have the latest version) click 'View <mapname>.log' in the File menu and check + it for error messages.
+
+

+
+
+
7. ChaosMixedPosted: Jun 9th, 2003 - 1:17:41 + pm +
+
+

+ The error occur in the console of CS. The ms-dos window pops up fine. Here are my paths
+
+ HL Path:
+ C:\Sierra\Counter-Strike\cstrike.exe
+ Half-Life Path:
+ C:\Sierra\Counter-Strike
+ File Destination Path:
+ C:\Sierra\Counter-Strike\cstrike\maps
+
+
+

+
+
+
8. NemPosted: Jun 9th, 2003 - 2:20:24 pm +
+
+

+ exhausted
+
+ What options are you using in the HL tab?
+
+

+
+
+
9. ChaosMixedModified: Jun 9th, 2003 - 3:30:32 + pm +
+
+

+ Run Half-Life with Map
+ Enable Console
+ Developer
+ Minuim Memory
+ game
+
+ Mostly Everything is set to the tutorial
+
+
+

+
+
+
10. NemModified: Jun 9th, 2003 - 5:58:26 pm +
+
+

Hum, don't know what to say, assuming 'Game' is set to 'cstrike' it should + work. Are you sure that the .bsp file is located in your cstrike\maps directory and that your map + contains an info_player_start entity?
+
+

+
+
+
11. ChaosMixedPosted: Jun 9th, 2003 - 10:24:44 + pm +
+
+

+ i dont think my map cotain a info_player_start entity so what is that and how do i get one.. also i + thing after i hit run i've been realizing that the map are getting deleted so i un check all the boxes + That delete the files. And yet the map are still getting delete..i'll be happy to take a screen shot of + anyhting you need
+
+

+
+
+
12. NemPosted: Jun 9th, 2003 - 10:36:54 pm +
+
+

+ For Half-Life to recognize a level it needs to contain an info_player_start (which tells Half-Life where + players should spawn). I'd recommend searching for a beginners mapping tutorial for whatever editor you + use.
+
+

+
+
+
13. NaigelPosted: Jun 16th, 2003 - 10:34:27 + am +
+
+

+ I'm mapping for a mod called Natural Selection, everything is fine except that the compiler can't find + the wad from that game... So, I did that wad-include thingy. That worked! But the huge minor thing is: + my map has grown 1 mb of size because of the .wad! Now, I want to know... what to do if you don't want + to add the .wad from the mod INTO the map but just use it to compile. If you don't understand this + exactly mail me at nicky_pelupessy@hotmail.com for screenies and more explanation.
+
+ bleeh
+
+

+
+
+
14. NemPosted: Jun 16th, 2003 - 12:16:13 pm +
+
+

+ If you have your 'Half-Life Path' setup correctly on the Options->Setup form under the 'Paths' tab + then it should work. Zoners tries to find used .wad files by looking for .wad files specified in a + location relative to this path.
+
+ It may also be a problem with your editor. If other .wad files are working fine, the string that holds + the relative location of the .wad file may be too long and as a result the path may not be complete, try + removing some .wad files from your editor’s setup.
+
+

+
+
+
15. pebePosted: Oct 17th, 2003 - 6:57:17 am +
+
+

+ Hey, could you please write a tutorial on how to get the fastest possible compile?
+
+

+ +
+
+
16. FirestormTerraXModified: Oct 24th, 2003 - + 5:40:07 pm +
+
+

+ I used Batch Compiler a few times to compile my counter-strike maps, and it worked fine at first. After + 3 or 4 compiles, it stopped compiling the new .map file, and only runs the old one, like if i make + changes, save it as a .map, and try to compile it, it compiles it as the last save, so none of my new + additions show up in the game. Is there any way to fix this problem? I've tried reinstalling and + different configurations, but nothing works. Any advice will be appreciated.
+
+

+
+
+
17. NemPosted: Oct 24th, 2003 - 6:24:39 pm +
+
+

+ You don't, per chance, have any errors in the changes you made to your .map fille do you?
+
+

+
+
+
18. TorQueMoDModified: Jan 9th, 2004 - 1:01:54 + pm +
+
+

+ I'm getting a really weird error when I try to compile my map that says "no game dir" in + mymapname.map
+
+ What the heck does this mean?
+
+ I'm trying to use the compiler to compile a Q2 map.
+
+ Also I noticed that when setting up the paths, you have a specific file name already entered into the + browse category so you can't specify a different exe.
+ I got around this problem by clicking on the drop down list which happened to have my tools directory in + it and I manually entered the proper .exe file name.
+
+ Is there a special way I'm supposed to set up the compiler for use with Q2 maps?
+
+ I also just realized that to make things worse, you also made a naming error for the bsp exe file. + You've got the program set to look for qbps.exe instead of qbsp.exe
+
+ Thanks!
+
+

+
+
+
19. NemPosted: Jan 9th, 2004 - 9:11:29 pm +
+
+

+ Never compiled for Quake 2 so I'm not sure how to (shouldn't be too much different then compiling for + any other engine though.) Is the "no game dir" error from BC or QTools? As for the qbps.exe, + my mistake; if you open the file named 'qtools.bcs' and search and replace 'qbps.exe' with 'qbsp.exe' + you should be able to fix the problem.
+
+ Nem
+
+
+

+
+
+
20. moonshinePosted: Jan 12th, 2004 - 11:05:31 + pm +
+
+

+ ok i have been map making ever since my freshman year in college,4 years ago...and well i took some time + off because of school...well now im back in the swing of things, but i seem to have one, and only one + problem and i desperately need some advice...im using the BC, and when i hit "run" everything + compiles fine..by that i mean no errors or anything and my compile window shows everything working + fine...but the map never compiles..and all i get is a "press any button to continue" + sentence...am i not waiting long enough, ive only made a simple box with all the requiried + "cs"enities in it..please help..........
+
+

+
+
+
21. NemPosted: Jan 13th, 2004 - 6:08:54 pm +
+
+

Have you selected the stages you want to run on the right?

Is 'Press + any button to continue...' the only thing that shows up?
+
+

+
+
+
22. moonshineModified: Jan 14th, 2004 - 5:30:31 + pm +
+
+

Yes, i have the stages i want to run selected..and no, the ' press any button + to continue' is not the only thing that shows up.....So i decided to send you my log...I for the life of + me, cant figure out whats going on..maybe you have can spot this better than i can..hopefully so!..ill + be waiting egarly for your next response!...P.S sorry for the long comment, but had to let you + see




hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified + with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg + -----
Command line: D:\WorldCraft\hlcsg.exe -chart D:\WorldCraft\maps\work.map

-= + Current hlcsg Settings =-
Name | Setting | + Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off + ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] + [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on + ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 + ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list + :
[zhlt.wad]


entering D:\WorldCraft\maps\work.map
CreateBrush:
50%... + (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 + seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ + --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 132/32767 + 2640/655340 ( 0.4)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( + 0.0)
texinfos 3/32767 120/1310680 ( 0.0)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 + 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( + 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata + [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 + ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data + space used: 2760 bytes ===
Using WAD File: \sierra\half-life\valve\liquids.wad
Embedding + textures from WAD File [\worldcraft\zhlt.wad] into BSP
Using WAD File: + \worldcraft\zeditor.wad
Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds + elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel (May 2 2001)
Based + on Valve's version, modified with permission.
Submit detailed bug reports to + (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: D:\WorldCraft\hlbsp.exe + -chart D:\WorldCraft\maps\work.map

-= Current hlbsp Settings =-
Name | Setting | + Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off + ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] + [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off + ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) + (Max 4096)


BSP generation successful, writing portal file + 'D:\WorldCraft\maps\work.prt'

Object names Objects/Maxobjs Memory / Maxmem + Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( + 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes + 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( + 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces + 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( + 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata + [variable] 0/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures + referenced
=== Total BSP file data space used: 5863 bytes ===
0.14 seconds + elapsed

----- END hlbsp -----



g_fastvis = true
hlvis v2.5.3 rel + (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports + to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: D:\WorldCraft\hlvis.exe + -fast -chart D:\WorldCraft\maps\work.map

-= Current hlvis Settings =-
Name | Setting | + Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off + ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] + [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]


1 + portalleafs
0 numportals
BasePortalVis:
(0.00 seconds)
average leafs visible: + 1
g_visdatasize:3 compressed from 1

Object names Objects/Maxobjs Memory / Maxmem + Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( + 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes + 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( + 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces + 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( + 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata + [variable] 3/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures + referenced
=== Total BSP file data space used: 5866 bytes ===
0.00 seconds + elapsed

----- END hlvis -----



hlrad v2.5.3 rel (May 2 2001)
Based + on Valve's version, modified with permission.
Submit detailed bug reports to + (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: D:\wc\hlrad.exe -sparse + -nopaque -bounce 8 -chart D:\WorldCraft\ma
ps\work.map

-= Current hlrad Settings + =-
Name | Setting | + Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ + Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on + ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ + Normal ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ + off ] [ off ]
bounces [ 8 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 + ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing + threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ + 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on + ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ + 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global + falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ + 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ off ] [ on ]
sky + lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off + ]


18 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet + [0.00 square inches]
1 direct lights

BuildFacelights:
50%... (0.00 + seconds)
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
30%... (0.00 + seconds)
visibility matrix : 0.0 megs
MakeScales:
(0.00 + seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices : 0 + bytes
Data : 0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
Bounce 2 + GatherLight:
(0.00 seconds)
Bounce 3 GatherLight:
(0.00 seconds)
Bounce 4 + GatherLight:
(0.00 seconds)
Bounce 5 GatherLight:
(0.00 seconds)
Bounce 6 + GatherLight:
(0.00 seconds)
Bounce 7 GatherLight:
(0.00 seconds)
Bounce 8 + GatherLight:
(0.00 seconds)
FinalLightFace:
50%... (0.00 seconds)

Object + names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- + --------
models 3/400 192/25600 ( 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes + 24/65535 288/786420 ( 0.0)
nodes 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( + 0.0)
faces 18/65535 360/1310700 ( 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves + 14/8192 392/229376 ( 0.2)
marksurfaces 18/65535 36/131070 ( 0.0)
surfedges 72/512000 + 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( 0.0)
texdata [variable] 48/4194304 ( + 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 3/2097152 ( 0.0)
entdata + [variable] 487/524288 ( 0.1)
+ 1 textures referenced
+ === Total BSP file data space used: 5866 bytes ===
+ 0.11 seconds elapsed
+
+ ----- END hlrad -----
+
+
+
+ D:\WorldCraft\maps\work.wic deleted.
+ D:\WorldCraft\maps\work.lin deleted.
+ D:\WorldCraft\maps\work.p0 deleted.
+ D:\WorldCraft\maps\work.p1 deleted.
+ D:\WorldCraft\maps\work.p2 deleted.
+ D:\WorldCraft\maps\work.p3 deleted.
+ D:\WorldCraft\maps\work.prt deleted.
+ 1 file(s) copied.
+ work.bsp copied to D:\SIERRA\Half-Life\cstrike\maps
+ 1 file(s) copied.
+ work.pts copied to D:\SIERRA\Half-Life\cstrike\maps
+
+ Press any key to continue . . .
+
+

+
+
+
23. NemPosted: Jan 15th, 2004 - 3:41:06 pm +
+
+

I don't know what to say. You must have a BSP somewhere because HLVIS + and HLRAD wouldn't run if you didn't.
+
+

+
+
+
24. moonshinePosted: Jan 15th, 2004 - 9:28:02 + pm +
+
+

+ so, a question, is this the normal or correct compile log that one would normaly see if they did + everything right?..like one would see right before they would actually "compile" the + map??..and if so, would having steam on my system have anything to do with it?..or the fact that i used + "worldcraft" have anything to do with anything at all???...it just doesnt make sense to me..oh + and by the way, i waited 3 hours for my simple "cs" map to load so i know that im giving it + enough time, given the fact that im running it on a 2.6 gf200
+
+

+
+
+
25. moonshinePosted: Jan 16th, 2004 - 11:05:38 + am +
+
+

+ So if i have my .bsp "somewhere" then shouldnt it be compiling?...and as far as the stages on + the right, i have the ones you have selected in your bc tutorial, i am kinda curious about one of the + stages that i dont have checked...the"hl" one...im not thinking this should be selected, + should it be>?...and isnt there someway to narrow this problem down?..i mean half the people on here + are having problems becuase they didnt set up the bc right..Well ive done that , and i think my compile + log shows that ive done it right...what do i do to solve this..nem you are my last hope!!!!!..i do have + my drive partishend but i made sure all my "half-life" junk was all in the same directory, + including all my subfolders needed ....
+
+

+
+
+
26. NemPosted: Jan 17th, 2004 - 10:01:35 am +
+
+

+ As far as I can tell the compiler is set up right and your map is compiling fine. I'm a little confused + as to what the problem is though. Is it that you can't find the map in the maps list when you start a + game? Is it that you can find the map but it won't load?
+
+

+
+
+
27. moonshinePosted: Jan 18th, 2004 - 11:39:59 + am +
+
+

+ ok wait sec, once my map is done compiling wont it automatically load?..i thought that was the way it + worked...do i i actaully have to find the ".bsp" and load it manually?..if so i feel pretty + dumb..ill go check just in case
+
+

+
+
+
28. NemPosted: Jan 18th, 2004 - 2:07:35 pm +
+
+

+ If you want the level to automatically load you have to tell it to with the Half-Life tab. The is for + regular versions of Half-Life though, not Steam.
+
+

+
+
+
29. bryce_boiPosted: Jan 31st, 2004 - 4:49:29 + am +
+
+

+ hi, i've only just started using zoners tools and i've encounted a problem i cant seem to + explain...
+
+ when ever i place any kind of brush entity near a flickering light the whole brush mimics the light + along with every other brush entity with the same attributes no matter were they are placed in the map, + the result is flashing doors and func_walls throughout the map.
+
+ is there a parameter im over looking or maybe just somthing i can do with the map to prevent this, i + never had this problem with valves QRAD but it doesn't create as nice lighting so i dont want to have to + go back.
+
+

+
+
+
30. NemPosted: Feb 1st, 2004 - 9:52:13 am +
+
+

+ This is not a problem with Batch Compiler. Please ask questions concerning Zoners in an appropriate + forum.
+
+ watermelon
+
+ Nem
+
+

+ +
+
+
31. RaGePosted: Apr 18th, 2004 - 10:58:20 + am +
+
+

+ I have a problem, is there any special setting for steam applications??::
+
+ I browse all the CSG, BSP, VIS, RAD (Zoner Tools)
+ then i browse HL path:
+ C:\Program Files\Steam\SteamApps\myemail@myemail.com\half-life\hl.exe
+
+ then half-life path:
+ C:\Program Files\Steam\SteamApps\myemail@myemail.com\half-life
+
+ and file path:
+ c:\maps
+
+ so i open my map (Test.map) and i run then there is a problem:
+ ---------------------------
+ Fatal Error
+ Could not find filesystem dll to lead
+
+

+
+
+
32. link1991Posted: May 8th, 2004 - 7:03:01 + pm +
+
+

+ I think u shouldnt run the game when u compile, just compile and make sure u have a bsp file in ur map + folder. Then after u compiled start game and chose the map u compiled when u create game.cool
+
+

+
+
+
33. HellCLericPosted: Jun 28th, 2004 - 12:48:37 + pm +
+
+

+ i was wondering how to get the batch compiler to work. when i open the program there is no way for me to + import a .map file. how do i do this?
+
+

+
+
+
34. NemPosted: Jun 28th, 2004 - 2:09:38 pm +
+
+ +

+
+
+
35. jab391Posted: Aug 23rd, 2004 - 2:07:31 + pm +
+
+

+ ok i downloaded batch compiler and got everything set. i got the map i wanted and when i clicked run + there was this error:
+ Error writing batch file:
+ C:\PROGRAM FILES\BATCH COMPILER\compiler.bat
+ Error: OutputPATH path is not set or invalid.
+
+

+
+
+
36. BluefangModified: Aug 23rd, 2004 - 2:26:23 + pm +
+
+

jab391:
In the Paths tab in the settings, make sure that your 'output' + path is correct. this is your game map folder (i.e. half-life/valve/maps).

RaGe:
don't + use the Half-Life tab. just completely ignor that. that is for backwords + compatibility.

Because you are using Steam, you should be using the Steam tab (huh? I + wonder why?).
+ make sure that you set up the Steam path.
+
+ Naigel:
+ make sure that your WAD file is in the Half-Life/nsp folder.
+
+

+
+
+
37. KimballPosted: Oct 3rd, 2004 - 1:58:55 + pm +
+
+

+ I have been mapping for dod succesfully, am making on for my unit and got Nem's tools because I want + better ones the zhlt or hammer. I followed tutorial to the word and when i load the . map file and press + run a MS-DOS window blincks for a millisecond but doesn't launch game. I check in the New Game tab in + DoD and search for my map but nothing.....I am confused by the specifications tab and am unsure if i + have the right zoner's tools.... P.S. i have all of my directorys set properly. so if ne one has any + idea......!!!!!
+
+

+
+
+
38. NemPosted: Oct 3rd, 2004 - 9:53:40 pm +
+
+

+ Sounds like something is wrong with the batch file BC is generating, to confirm this you could run the + compile.bat file BC generates from your command prompt (this way it won't disappear). BTW, what version + of Zoners are you using?
+
+

+
+
+
39. KimballPosted: Oct 4th, 2004 - 4:01:49 + pm +
+
+

+ Zoner's Half-Life Compilation Tools 2.5.3, CUSTOM BUILD 1.7
+
+ copied from zhlt readme...i am following tutorial settings on Normal. P.S. i ran the compile.bat in the + batch compiler folder and it runs and comes up with a notepad window, i read it and see no errors, + however in .bat window it says "there was an error compiling, check 'mapname.log' i check it and + see nothing, bsp complete all of that.
+
+

+
+
+
40. NoBodyPosted: Oct 4th, 2004 - 4:20:11 + pm +
+
+

+ what is the 10 last lines befor it telles you that thers a error. (go to the cornor logo and then + eidt->mark to copy the text)
+
+ the spec file is ment for zhlt253 c17 p15 so you might be giving it a comand that is only in the + p15
+
+

+
+
+
41. NemPosted: Oct 4th, 2004 - 6:26:08 pm +
+
+

+ The Clip Type switch is part of ZHLT v2.5.3 c1.7 p15 but not ZHLT v2.5.3 c1.7, you should remove + it.
+
+

+
+
+
42. NoBodyPosted: Oct 4th, 2004 - 11:13:32 + pm +
+
+

+ or you could get a install that sets it self up and includes the latest stabil compiler here.
+ http://rollinit.com/sparky/half-life/packages/HL-Compile.html
+
+
+
+

+
+
+
43. KimballPosted: Oct 5th, 2004 - 1:29:42 + pm +
+
+

###################################################
# Batch Compiler + #
###################################################
###################################################
# + Please report bugs to: ryansgregg@hotmail.com + #
###################################################

Written At: 10/5/2004 1:27 + PM
BC Version: 3.0.0.0

hlfix v0.81b by Jedediah Smith - + http://extension.ws/hlfix/
Using epsilon 0.004
Reading input file + C:\mapping\rmf\dod_grass.rmf... done
Reading wad list file + C:\mapping\compiler\HL-Compiled\Tools\HLFix\wad.
done
Snapping vertices
Tesselating + non-planar faces
Decomposing non-convex solids
Uniting coplanar faces
Writing output file + C:\mapping\rmf\dod_grass.map... done
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
Zoner's + Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' + Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to + (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: + C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlcsg.exe -wa
t C:\mapping\rmf\dod_grass
Entering + C:\mapping\rmf\dod_grass.map

Current hlcsg Settings
Name | Setting | + Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ + off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting + memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off + ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type + [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ + on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ + 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad + configuration
Wadfiles not in use by the map will be excluded
Wadinclude list + :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping + hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 + seconds)
SetModelCenters:
(0.00 + seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.95 + seconds)

Using Wadfile: c:\mapping\dod\dod_anzio.wad
- Contains 4 used textures, 57.14 + percent of map (133 textures in wad
Using Wadfile: c:\mapping\dod\dod_forest.wad
- Contains 2 + used textures, 28.57 percent of map (71 textures in wad)
Using Wadfile: + c:\mapping\dod\dod_sturm.wad
- Contains 1 used texture, 14.29 percent of map (60 textures in + wad)

Texture usage is at 0.26 mb (of 4.00 mb MAX)
1.53 seconds elapsed

----- + END hlcsg -----



hlbsp v2.5.3 rel c1.7p16 prerelease (Aug 26 2004)
Zoner's + Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' + Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to + (fuck@os.dk)
----- BEGIN hlbsp -----
Command line: + C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlbsp.exe C:\
f\dod_grass

Current hlbsp + Settings
Name | Setting | + Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ + off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ + Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ + off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ + 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max + 8192)


SolidBSP [hull 0] 499 (0.05 seconds)
Warning: No entities exist in hull 0, + no filling performed for this hu
SolidBSP [hull 1] 500...874 (0.11 seconds)
Warning: No + entities exist in hull 1, no filling performed for this hu
SolidBSP [hull 2] 500...879 (0.11 + seconds)
Warning: No entities exist in hull 2, no filling performed for this hu
SolidBSP [hull + 3] 500...886 (0.11 seconds)
+ Warning: No entities exist in hull 3, no filling performed for this hu
+ 0.97 seconds elapsed
+
+ ----- END hlbsp -----
+
+
+
+ hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
+ Zoner's Half-Life Compilation Tools -- Custom Build
+ Based on code modifications by Sean 'Zoner' Cavanaugh
+ Based on Valve's version, modified with permission.
+ Submit detailed bug reports to (webmaster@xp-cagey.com)
+ ----- BEGIN hlvis -----
+ Command line: C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlvis.exe -fu
+ ing\rmf\dod_grass
+ Error: Portal file 'C:\mapping\rmf\dod_grass.prt' does not exist, cann
+ map
+
+
+ ----- END hlvis -----
+
+
+
+
+ There was a problem compiling your map, check your dod_grass.log file
+ .
+
+ Press any key to continue . . .
+
+ I installed it and it gave me this...
+
+
+
+

+
+
+
44. NemPosted: Oct 5th, 2004 - 1:33:00 pm +
+
+

+ Maybe something to do with:
+
+ Warning: No entities exist in hull 0, no filling performed for this hull.
+
+ You need an entity in your map, please don't post mapping related errors here, only BC related + errors.
+
+

+
+
+
45. KimballPosted: Oct 5th, 2004 - 3:53:57 + pm +
+
+

+ THANK YOU! NEM AND NOBODY PROBLEMO SOLVED, NOW MY UNIT MAP WILL GO ON UNABIDED! USING TERRAIN GENERATOR + FOR OTHER MAPS AS WELL>...TY TY TYexplodingtheforcefree
+
+

+ +
+
+
46. Mr.KilljoyPosted: Mar 28th, 2005 - 6:27:02 + pm +
+
+
Hey, very useful tool :D
+ Just one suggestion though, in the HL2 BSP config panel, the "Light If Missing"
+ option, when checked, causes the map to crash right after it's loaded (in most cases, or i'm jinxed?)... + I got hard time figuring it out after 2 days tweaking&compiling my map thinking the cause was in it + :(
+
+ So, here is the suggestion:
+ In the tips text case at the bottom, add a line that says "Beware, it can f*ck up your map!" + ... FYI, it took 8hours to compile VIS each time and 1 hour for RAD, and it's a small map :p
+
+ Thx, now I know where it came from but if it can help anyone else, you might just add such a tip ;) +
+

+
+
+
47. DimitriPosted: Apr 27th, 2005 - 11:19:29 + am +
+
+
Hey Nem, I am havin a problem with compiling, where when i try to compile in reg + valve hammer editor the whole program just disappears. When i try to compile any map it does the same + thing. When i tried it in batch compiler, the ms-dos window was not up long enough for me to even read + an error. Can u help me out man? I'm stumped...what
+

+
+
+
48. NemPosted: Apr 27th, 2005 - 11:35:06 am +
+
+
Open a command prompt, browse to your BC folder, and run the compile.bat file. This + should allow you to read the error.
+

+
+
+
49. DimitriModified: Apr 27th, 2005 - 12:32:38 + pm +
+
+
Got it, thnx Nem, but now it says that the error is "Error: Portal file + 'C:\Program Files\Valve\Steam\SteamApps\wolfman5891\condition zero\aim_houses.prt' does not exist, + cannot vis the map" What can i do to create a prt file since my valve hammer editor program keeps + screwin up?sad
+

+
+
+
50. NemPosted: Apr 27th, 2005 - 1:42:39 pm +
+
+
You probably have a leak. Look in your log for an error message. Also, please direct + mapping questions to the appropriate forums. +
+

+
+
+
51. meazumPosted: Jul 6th, 2005 - 7:29:07 + pm +
+
+
i dont get it .. the name of my rad and such is the ones from hamer and they are NOT + hlrad hlvis and such.. they have the names qrad qbsp and so on
+

+
+
+
52. NoBodyPosted: Jul 7th, 2005 - 9:05:22 + am +
+
+
delete them download the latest form http://zhlt.tk
+

+
+
+
53. DieselPosted: Nov 1st, 2005 - 12:33:08 + pm +
+
+
Hi...Im having bit of a problem. When I compile my map it does it just fine. But when + it goes to load through Steam it says Warning: couldn't open xxxxwad.wad. What do I do to fix + this?
+ Thanks
+ -Diesel
+

+
+
+
54. BluefangPosted: Nov 1st, 2005 - 3:10:34 + pm +
+
+
MAke sure that your WADs are atcually located in the game content folder.
+
+ Steam/SteamApps/<uername>/<game name>/<mod name>/
+
+ For example, Half-Life is:
+
+ Steam/SteamApps/<uername>/half-life/valve/
+

+
+
+
55. DieselPosted: Nov 1st, 2005 - 3:36:23 + pm +
+
+
Thanks a lot...that did it.
+

+
+
+
56. over_scorePosted: Jan 9th, 2006 - 6:23:07 + am +
+
+
----- BEGIN hlvis -----
+ Command line: "H:\Program Files\Zoners Compile Tools\2.5.3\hlvis.exe"-full "H:\\basic + room"
+ Error: Portal file 'H:\\basic room.prt' does not exist, cannot vis the map
+
+
+ ----- END hlvis -----
+
+ Definately no leaks, it is a basic room. I do not know if it is actually a problem with Zoners or the + Batch Compiler. Any help or a redirection appreciated, thanks for all your hard work Nem,
+
+ over_score
+

+
+
+
57. NemPosted: Jan 9th, 2006 - 3:15:34 pm +
+
+
Perhaps you didn't have any entities in your map?

A beter place to ask + would be the wavelength + forums.
+

+
+
+
58. BossmanPosted: Jan 24th, 2006 - 5:58:24 + pm +
+
+
I am a NEW user to batch compiler and so far think its great. I have custom wads + included in my map as well as using the original half life.
+
+ Is it possible to have the wad include ONLY include that particular wad when compiling rather than + incude both?
+
+ Also does wad incude imbed EVERYTING tht is inside the particular wad, or does it only use what has been + used for the map itself?
+
+ I have looked for these answers but probably missed them. If so, my appologies.
+
+ Thank You
+ Bossman
+

+
+
+
59. BossmanPosted: Jan 24th, 2006 - 10:19:47 + pm +
+
+
over_score
+
+ ----- BEGIN hlvis -----
+ Command line: "H:\Program Files\Zoners Compile Tools\2.5.3\hlvis.exe"-full "H:\\basic + room"
+ Error: Portal file 'H:\\basic room.prt' does not exist, cannot vis the map
+
+ I Hope i am not over stepping any bounds. my appologies if i am.
+
+ over-score
+
+ I had exact same problem when i first tried to compile my latest map, I went back and tried a compile + with hammer and still same error.
+
+ After 4.5 hours i found 1 custom .wad that was named PoolTtable_1a.
+
+ I ernamed that wad to poolTable_1, replaced the old texture with new named texture and quala, it + compiled with BC.
+

+
+
+
60. NemModified: Jan 25th, 2006 - 3:08:12 pm +
+
+
To answer your first question, -wadinclude only includes the used textures in the + specified .wad file into the .bsp (it even says that in the description). If you have any problems, you + really should refer to this + site. You'll get faster more complete answers.
+

+ + +
[ 1 + 2 + ]

+ +
+
+
+
Batch Compiler
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Batch_Compiler_FAQ-page2.html b/subpages/Comments/Batch_Compiler_FAQ-page2.html new file mode 100644 index 0000000..a2ef69d --- /dev/null +++ b/subpages/Comments/Batch_Compiler_FAQ-page2.html @@ -0,0 +1,1407 @@ + + + + + Nem's Tools [Batch Compiler - FAQ - Batch Compiler FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Batch + Compiler FAQ - NemPosted: May 26th, 2003 - 11:35:22 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Batch Compiler I get the following error message:
"The application + failed to initialize properly (0xc0000135). Click ok to terminate the application." +

+
+
A.
+
+

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
 
+
Q.
+
+

When I launch Batch Compiler I get the following error message:
"A required .DLL + file, MSCOREE.DLL, was not found."

+
+
A.
+
+

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
 
+
Q.
+
+

When I open an old preset file I get the following error message:
"Error: The data at + the root level is invalid. Line 1, position 1."

+
+
A.
+
+

Batch Compiler v3.X.X is not backwards compatible with Batch Compiler v2.X.X. This means + that old preset files will not work and you will have to recreate them.

+
 
+
Q.
+
+

How can I convert a preset I've saved using one specification file to a preset of another + specification file?

+
+
A.
+
+

This can be accomplished by importing the preset. To do this:

+
    +
  1. From the 'Specifications' menu select the specification file you would like to convert + the preset to.
  2. +
  3. From the 'File' menu select 'Import Preset'.
  4. +
  5. Browse to and open the preset you would like to convert from.
  6. +
+
+
+ +

Ask a question...

+
+
+
Modified: Aug 5th, 2004 - 10:16:43 am[ 86718 Views ] +
+
+

+ +
[ + 1 + 2 + ]

+ +
+
+
61. BossmanPosted: Jan 26th, 2006 - 11:16:05 + pm +
+
+
My Appologies, i believe i mis worded my question.
+
+ I am using 2 wads halflife wad and a cusom wad.
+
+ Seems how everyone that plays half life already has the first, i only need to include whats been used in + the second.
+
+ Is that possible?
+
+ Thank You
+

+
+
+
62. NemPosted: Jan 26th, 2006 - 11:36:50 pm +
+
+
Yes, just select your custom .wad in one of the WAD File fields in the + CSG tab. Do not select No WAD Textures.
+

+
+
+
63. BossmanPosted: Jan 27th, 2006 - 1:10:52 + pm +
+
+
Thank You, Greatly appreciated.
+
+ I have been extremely pleased with BC since I have started using it a few days ago.
+

+
+
+
64. EvilPosted: Mar 1st, 2006 - 9:49:53 am +
+
+
i have a map that i try to compile and it wont work cause of i have something called + max switchable light enteties?????????

im trying to make the map so you switch sides every + round. it works fine when i compile it in valvehammer and it all works.

but when i use + batch.. it wont compile at all

heres the log:



hlcsg v2.5.3 rel Custom + Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code + modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with + permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg + -----
Command line: "C:\Documents and Settings\Mats\Skrivbord\allt Andreas\Ny + mapp\hlcsg.exe"-noskyclip -wadinclude tractor.wad -wadinclude czcs_militia.wad -wadinclude + halflife.wad -wadinclude czde_dust.wad -wadinclude torntextures.wad -wadinclude czcs_office.wad + "C:\Documents and Settings\Mats\Skrivbord\dw_d-day\dw_d-day.map"
Entering C:\Documents + and Settings\Mats\Skrivbord\dw_d-day\dw_d-day.map

Current hlcsg Settings
Name | Setting + | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ + off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ + Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on + ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on + ]
skyclip [ off ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 + ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad + configuration
Wadinclude list + :
[zhlt.wad]
[tractor.wad]
[czcs_militia.wad]
[halflife.wad]
[czde_dust.wad]
[torntextures.wad]
[czcs_office.wad]
+
+ 54 brushes (totalling 324 sides) discarded from clipping hulls
+ CreateBrush:
+ (37.95 seconds)
+ SetModelCenters:
+ (0.12 seconds)
+ CSGBrush:
+ (10.89 seconds)
+ Error: Exceeded MAX_SWITCHED_LIGHTS
+ Description: The maximum number of switchable light entities has been reached
+ Howto Fix: self explanitory
+
+
+ ----- END hlcsg -----
+
+
+
+ hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
+ Zoner's Half-Life Compilation Tools -- Custom Build
+ Based on code modifications by Sean 'Zoner' Cavanaugh
+ Based on Valve's version, modified with permission.
+ Submit detailed bug reports to (merlinis@bigpond.net.au)
+ ----- BEGIN hlbsp -----
+ Command line: "C:\Documents and Settings\Mats\Skrivbord\allt Andreas\Ny + mapp\hlbsp.exe""C:\Documents and Settings\Mats\Skrivbord\dw_d-day\dw_d-day.map"
+ >> There was a problem compiling the map.
+ >> Check the file C:\Documents and Settings\Mats\Skrivbord\dw_d-day\dw_d-day.log for the + cause.
+
+ ----- END hlbsp -----
+
+
+
+ hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
+ Zoner's Half-Life Compilation Tools -- Custom Build
+ Based on code modifications by Sean 'Zoner' Cavanaugh
+ Based on Valve's version, modified with permission.
+ Submit detailed bug reports to (merlinis@bigpond.net.au)
+ ----- BEGIN hlvis -----
+ Command line: "C:\Documents and Settings\Mats\Skrivbord\allt Andreas\Ny mapp\hlvis.exe"-full + "C:\Documents and Settings\Mats\Skrivbord\dw_d-day\dw_d-day.map"
+ >> There was a problem compiling the map.
+ >> Check the file C:\Documents and Settings\Mats\Skrivbord\dw_d-day\dw_d-day.log for the + cause.
+
+ ----- END hlvis -----
+
+
+
+ hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
+ Zoner's Half-Life Compilation Tools -- Custom Build
+ Based on code modifications by Sean 'Zoner' Cavanaugh
+ Based on Valve's version, modified with permission.
+ Submit detailed bug reports to (merlinis@bigpond.net.au)
+ ----- BEGIN hlrad -----
+ Command line: "C:\Documents and Settings\Mats\Skrivbord\allt Andreas\Ny mapp\hlrad.exe"-lights + "C:\Documents and Settings\Mats\Skrivbord\mappar\Ny mapp\andreas.rad""C:\Documents and + Settings\Mats\Skrivbord\dw_d-day\dw_d-day.map"
+ >> There was a problem compiling the map.
+ >> Check the file C:\Documents and Settings\Mats\Skrivbord\dw_d-day\dw_d-day.log for the + cause.
+
+ ----- END hlrad -----
+
+
+
+
+

+
+
+
65. BluefangModified: Mar 1st, 2006 - 10:20:43 + am +
+
+
First of all, you are not using the most recent compile tools.
get them + here:

http://www.ammahls.com/forum/viewtopic.php?t=81

Second, + you are wadincludeing wads that should not be included. do not include the halflife.wad or any other + standard WAD that comes included with the mod you are mapping for.

Third, the error means + that you have too many switchable light entitys shining on any given face. Theese can be light entitys + are are triggered by a switch or switchable texture lights. I seem to recall te maximum allowed was 4 + shining on any individual face.

Basicaly, you have too many lights that illuminate a + particilar part of the map that can be individually switched on and off. If you want to have many lights + turn on and off at once, make them all have the same properties (target name, style ect... the color can + be difrent).


And just FYI, this really isn't the place to be posting compile errors. + first check out:
http://www.slackiller.com/tommy14/errors.htm
and + if all else fails, these are the forums to look at:
http://www.chatbear.com/board.plm?b=390 +
+

+
+
+
66. evil squirrelPosted: Mar 11th, 2006 - 1:18:29 + pm +
+
+
Question...about a very annoying thingeh
+
+ Heres how it goes, I open Batch Compiler (which i just downloaded), set all the presets as I assume they + should be, put the location of the VMF file I'm trying to compile in the bar (with remember file and + run), and hit Run.
+
+ Error creating batch script.
+
+ Error: Output path is not set or is invalid.
+
+
+ And when i try to compile it with hammer, it just says it could not locate the file (after telling me + exactly where the file is).
+

+
+
+
67. NemPosted: Mar 11th, 2006 - 1:21:45 pm +
+
+
Did you read the appropriate setup tutorial?
+

+
+
+
68. atxaaronPosted: Jun 19th, 2006 - 11:23:57 + pm +
+
+
Nem, I have done everything your tutorial told me to do but I get this error, + "error executing batch file". A few months back I had this tool on a different computer and it + worked, so I am firmiliar with the program.
+

+
+
+
69. NemPosted: Jun 20th, 2006 - 8:35:01 pm +
+
+
The error occurs when the system is unable to execute the batch file. Make sure you + have your .bat files correctly associated and set up to run in the Windows shell.
+

+
+
+
70. atxaaronPosted: Jun 21st, 2006 - 5:20:01 + am +
+
+
Sorry nem, I dont understand, what do I need to do? windows shell?
+ Before I posted her i tried reinstalling it a few times.
+

+
+
+
71. NemPosted: Jun 21st, 2006 - 11:27:00 pm +
+
+
When you double click a .bat file (or any other file) the Windows shell determines + which program should be used to run that file. When you run a batch from Batch Compiler, Batch Compiler + generates a .bat file and asks the Windows shell to run it. The error you are receiving occurs when + Windows doesn't know what to do with the .bat file, likely because something has changed in your + settings.
+

+
+
+
72. LightningBoyPosted: Jun 22nd, 2006 - 7:11:59 + am +
+
+
On the "Variable" stage of the setup for BC, I have set this to point to + the location of the game folder that contains the gameinfo.txt file for that game. In this instance, - + DOD:Source.
+ Everything else is setup just fine.
+ When I attempt to compile, I get a vbsp error "Entrypoint teir0" or something very similar. I + click ok several times before the dialogue box dissapears, and am left with a message in the compile + log
+ "Can't load materialsystem"
+
+ When I have the variable stage pointing to the Gameinfo.txt file in the HL2 folder, It compiles + normally, except the necessary DOD materials aren't available,....cause it's not look'n in the DOD:S + dir.
+ "can't load <material name>",........etc.
+
+ I also tried running animahls customtools,....but I get a different error when combined with either the + dod variable, or the HL2 setting
+ "Extra App set to 211, but no SteamApp ID"
+
+ Seen this before?
+
+ I guess I could just put the materials I want to use in the appropriate HL2 Materials folders, ...but + shouldn't it work by looking for the proper Gameinfo.txt file for DOD? where
+
+ LB
+

+
+
+
73. DysPatchPosted: Jun 23rd, 2006 - 8:15:17 + pm +
+
+
Yeah, i am getting the same thing for Counter-Strike Source.
+
+ I think it has something to do with the new Source update.
+
+ Someone please figure this out, because the in Hammer compiler sucks. It keeps freezing on me at the end + of portal flow. PLEASE HELP.
+

+
+
+
74. atxaaronPosted: Jun 28th, 2006 - 2:50:08 + pm +
+
+
Nem, im still stuck, I need like steps on how to fix this, im a complete newb at what + your trying to tell me to do. ahhh!?!?!=( the hammer compiler sucks!
+

+
+
+
75. LightningBoyPosted: Jun 28th, 2006 - 5:46:42 + pm +
+
+
I'm guessing no one else has had this problem besides DysPatch and myself?
+ Anyone have a cure?,...suggestion?
+ I haven't had a successful compile yet because of this.
+

+ +
+
+
76. GoatFetusPosted: Jun 30th, 2006 - 2:40:14 + am +
+
+
Yea im gettin the same thing too, where it wont compile and it says something like + Cant load materialsystem, and the pop up window with something about tier 0 command line or whatever, i + just reinstalled the BC or i just wait for a while, and it worked again, but it is VERY annoying
+

+
+
+
77. BluefangPosted: Jun 30th, 2006 - 12:09:27 + pm +
+
+
Unfortunately I don't have much experience with the Source engine, and I don't have + any of the games or SDK fully downloaded so I can't do any experimenting. However, I suppose there are a + few basic things you can try:

-Make sure Steam us running when you compile

-If you + are using CST (amckern's tools), make sure that they are in the SourceSDK's BIN folder (where the valve + compile tools are)

-For the Extra App ID, try commenting out the 'ToolsAppId 211' line in the + gameinfo.txt by adding '//' to the beginning of the line. I think you only have to do this to the one in + the mod's folder. For more info, you can look here:
http://developer.valvesoftware.com/wiki/Talk:Source_SDK_Bugs +
+

+
+
+
78. GoatFetusPosted: Jul 13th, 2006 - 1:57:18 + pm +
+
+
Im having a problem with the compiler, my map compiles fine and everything, but when + it gets into Steam, when the game screen comes up, it'll start loading fine, then it will say Problem + verifying SteamID user ticket, or something close to that. But when I compile through Hammer(taking a + million years), it goes just fine, and i can play the map. Oh and this is for CS Source. Anybody know + why this could be happening?
+

+
+
+
79. NemPosted: Jul 18th, 2006 - 10:30:08 am +
+
+
The error is a result of something Valve changed in it's user validation code. I know + this because it has been bugging the hell out of me for months and is so bad on my computer that I, like + many + others, can hardly play CS or DOD.

The difference between Hammer and BC may be that + Hammer starts your game in networking mode. You may be able to make BC do this by adding +sv_lan + 1 to the Additional Parameters field under the Steam tab.
+

+
+
+
80. punk rabbitModified: Jul 21st, 2006 - 9:22:50 + am +
+
+
Hi Nem,
+
+ i got trouble compiling my.vmf with your batch compiler, it says:
+
+ "SteamStartup() failed: SteamStartup(0xf,0x0012E938) failed with error 1: The registry is in use by + another process."
+
+ Other websites tell me to restart Steam, but that doesn't help a bit.
+
+ Can you help me?
+
+
+ /e
+
+ HL2CG does work.
+

+
+
+
81. SolokillerPosted: Sep 20th, 2006 - 9:33:57 + am +
+
+
I'm having the same problem, i think its a bug with a steam update (figures).
+

+
+
+
82. NemPosted: Sep 20th, 2006 - 12:03:25 pm +
+
+
What's your problem? Have you tried refreshing the SDK content (Refresh SDK + Content button in the Source SDK window) or is it an error with the parameters in the + compile tools?

You can run an automatic update from within Batch Compiler (Help menu) + to get the latest specifications for the new tools.
+

+
+
+
83. SolokillerPosted: Sep 22nd, 2006 - 12:30:58 + pm +
+
+
It seems to me as this is another one of these Steam update bugs, since it appears + that batch compiler can't run because Steam uses the registry if it runs, and if it doesn't runs, i + can't run the compile tools, because a recent Steam update made it so you need to have Steam running to + run any tools.
+

+
+
+
84. NemPosted: Sep 22nd, 2006 - 4:15:18 pm +
+
+
I don't know what to say. I've double checked and confirmed that all my SDK files are + up to date and I can compile without any problems. For as long as I can remember Steam has always been + required to be running for the compile tools work.
+

+
+
+
85. SolokillerPosted: Sep 23rd, 2006 - 3:03:44 + am +
+
+
I found out that steam.dll (which is in the Steam/ folder) wasn't in the source sdk + bin directory, but now i have another problem: the dos window lists an error that it can't find the + steam app user info.
+

+
+
+
86. NemPosted: Sep 23rd, 2006 - 5:30:46 pm +
+
+
What is the exact error message? Do you have your ValveProject path set (in + Batch Compiler's settings)? Is there a gameinfo.txt file in that path?
+

+
+
+
87. SolokillerPosted: Sep 27th, 2006 - 2:15:07 + pm +
+
+
Can't find steam app user info. is the error listed.
+ And i did set up the Valveproject directory to a position with a gameinfo.txt file, its the hl2 + directory.
+

+
+
+
88. NemPosted: Sep 27th, 2006 - 6:55:32 pm +
+
+
Did you try the advice in the Source + SDK Docs?
+

+
+
+
89. SolokillerPosted: Sep 28th, 2006 - 7:29:51 + pm +
+
+
I've been able to fix all the errors by doing what you said, the only other thing was + that i needed to change toolsappid to appid in the gameinfo.txt of the game i was mapping for(hl2). + Thanks.
+

+
+
+
90. NemPosted: Sep 28th, 2006 - 9:08:37 pm +
+
+
Glad to hear it works. It sounds like your SDK install may have been messed up by a + recent SDK update.
+

+ +
+
+
91. frankModified: Nov 6th, 2006 - 2:26:59 + am +
+
+
I have been trying my best to compile the map and I keep receiving this error + message.
+
+ * Could not execute the command:
+ Copy File "C:\Valve\Condition Zero\czero\maps\Trial map"
+ * Windows gave the error message:
+ "Access is denied."
+
+ Can u provide me with a solutionsadsad
+
+ frank
+

+
+
+
92. SigPosted: Dec 6th, 2006 - 7:08:14 pm +
+
+
I get this error right of way. Dont have any idea how to fix
+ Please Help!!!
+ I have NET 2.0
+
+ @echo off
+ echo ###################################################
+ echo # Batch Compiler #
+ echo ###################################################
+ echo ###################################################
+ echo # Please report bugs to: ryansgregg@hotmail.com #
+ echo ###################################################
+ echo.
+ echo Written At: 12/6/2006 5:48 PM
+ echo BC Version: 3.1.2.0
+ echo.
+ "D:\Program Files\Valve Hammer Editor3\hlcsg.exe" -wadautodetect -estimate "D:\Documents + and Settings\Administrator\Desktop\Maps\pillars\pillars"
+ if ERRORLEVEL 1 goto failed
+ "D:\Program Files\Valve Hammer Editor3\hlbsp.exe" -estimate "D:\Documents and + Settings\Administrator\Desktop\Maps\pillars\pillars"
+ if ERRORLEVEL 1 goto failed
+ "D:\Program Files\Valve Hammer Editor3\hlvis.exe" -full -estimate "D:\Documents and + Settings\Administrator\Desktop\Maps\pillars\pillars"
+ if ERRORLEVEL 1 goto failed
+ "D:\Program Files\Valve Hammer Editor3\hlrad.exe" -extra -bounce 1 -sky 0.5 -smooth 80.0 + -sparse -estimate "D:\Documents and Settings\Administrator\Desktop\Maps\pillars\pillars"
+ if ERRORLEVEL 1 goto failed
+ if ERRORLEVEL 1 goto failed
+ goto succeeded
+ :failed
+ echo.
+ echo There was a problem compiling your map, check your pillars.log file for errors.
+ :succeeded
+ echo.
+ if exist "D:\Documents and Settings\Administrator\Desktop\Maps\pillars\pillars.log" + "D:\WINNT\SYSTEM32\notepad.exe" "D:\Documents and + Settings\Administrator\Desktop\Maps\pillars\pillars.log"
+

+
+
+
93. wrexnfexPosted: Dec 7th, 2006 - 3:21:39 + am +
+
+
when I try to compile my map i get an error
+
+ hlbsp: Error: Cant open as_wrex.po
+
+ how do i fix
+
+

+
+
+
94. NemPosted: Dec 10th, 2006 - 4:28:43 pm +
+
+
+
Sig:
+
I get this error right of way. Dont have any idea how to fix

What you've + posted is your batch file, not your error log.

+
wrexnfex:
+
when I try to compile my map i get an error

hlbsp: Error: Cant open + as_wrex.po

how do i fix

Sounds like there was an error in + hlcsg.

However, neither of these errors are bugs in Batch Compiler, I recommend that both of + you try the VERC + forums for general mapping problems where you'll get a faster more appropriate response. +
+

+
+
+
95. SigPosted: Dec 13th, 2006 - 3:53:40 pm +
+
+
I dont get an error log I have looked for it everywhere. So what I posted is all I + get.
+

+
+
+
96. atelierzModified: Jul 17th, 2007 - 1:08:16 + pm +
+
+
i have just installed batch compiler on my new machine, which is running on + vista.
+
+ i haven't gotten to the point of compiling just yet, so i can't speak to its stability, but i have + noticed that in the source tools advanced and source tools normal specifications, there is no tick box + for ldr/hdr.
+
+ i have used your tool pretty extensively in the past on my xp machine, and while i've never compiled + under hdr, the option was always there.
+
+ this is the only option i am really concerned with, but i notice, in comparing what i have up right now + with the tutorial you provide, that there are some other options missing, as well...
+
+ as far as i can see, under RAD, they are:
+
+ soft sun, chop, and max chop.
+
+ i hope in the end that i can run compiles from your tool in vista, but for now, do you have any idea why + these options wouldn't be appearing.
+
+ btw, i have gone back several times and followed the tutorial in case i had missed a step.
+
+ thanks in advance, and thanks for the tool...hope i can continue using it.
+

+
+
+
97. BluefangPosted: Jul 17th, 2007 - 11:18:46 + pm +
+
+
I haven't been keeping up with everything very well, but I do know that Nem changed + the spec files recently, so the options may have been renamed or moved.
+

+
+
+
98. NemPosted: Jul 18th, 2007 - 3:18:38 am +
+
+
Do you have the most up-to-date specifications? (Select Check For Updates from + the Help menu.) I haven't updated the installer in ages (I'll try to do this soon).
+
+ The options haven't changed too much since I wrote the tutorial. All the options you listed are present + in the current specifications.
+

+
+
+
99. atelierzModified: Jul 18th, 2007 - 1:05:46 + pm +
+
+
i had downloaded straight from the site thinking everything was up to date, but i + took your advice, and the options reappeared. hooray.
+
+
+ however, when i tried to compile, i got this error:
+ error wirting batch file: c:\prgram files\batch compiler\compile.bat
+
+ i went back through the setup again, and everything is as it should be, except that when i press the + associate with BCP files button, i get this error message:
+ an unhandled exception has occured in your application. if you click continue, the application will + ignore this error and attempt to continue. if you click quit, the application will shut down + immediately. access to the registry key is denied.
+
+
+ and then here are the details of that:
+
+
+
+ ************** Exception Text **************
+ System.UnauthorizedAccessException: Access to the registry key is denied.
+ at Microsoft.Win32.RegistryKey.Win32Error(Int32 errorCode, String str)
+ at Microsoft.Win32.RegistryKey.SetValue(String name, Object value)
+ at BC.Core.GUI.COptions.AssociateFileType(String sFileType, String sExtension, String sApplicationPath, + String sIconPath, Int32 iIconIndex)
+ at BC.Core.GUI.COptions.AssociateFileType(String sFileType, String sExtension, String + sApplicationPath)
+ at BC.Core.GUI.COptions.btnAssociateWithBCPFiles_Click(Object sender, EventArgs e)
+
+
+
+
+
+ i'm sure that the chances are just as good that i'm being an idiot with this, but i am just so + frustrated with vista's backward compatibility at this point that i have very little patience.exhausted
+
+
+ thanks
+

+
+
+
100. NemPosted: Jul 18th, 2007 - 2:23:04 pm +
+
+
I don't actually own Vista, but I would assume that the errors are occurring because + writing to the registry and the program's own directory is not allowed with user privileges in Vista. I + wonder if you can elevate the program's privileges (the executable's properties perhaps)? I don't want + to recommend that you give your user account administrative privileges, but that also should work.
+
+ capoera
+

+
+
+
101. atelierzModified: Jul 18th, 2007 - 5:18:06 + pm +
+
+
i've run into this administrative privileges thing before, and upon checking my + account on this computer, it says i have administrative privileges.
+
+ why wouldn't you recommend admin on my own machine? i thought vista sorted out the drive by problems + that xp had with admin accounts.
+
+
+ thanks for your quick responses. i know this is more a vista problem and a me problem than your problem, + but you've been gracious about it, anyway.
+

+
+
+
102. atelierzPosted: Jul 18th, 2007 - 5:17:23 + pm +
+
+
okay, i figured it out.
+
+ even though i'm logged on as admin, it apparently doesn't allow me access to the registry by default. i + right clicked on the file and selected "run as administrator" and i'm no longer having any + issues.
+
+ the map is compiling now. hopefully you won't have to hear from me about vista again.
+
+ thanks again for the tool and your time. it's a huge help.
+

+
+
+
103. magraggaeModified: Nov 14th, 2007 - 6:01:56 + am +
+
+
This is my first time trying to get BC to work, set it up under Zoners' Tools + Advanced Specification, as I am using VHE, and got an rmf and not an map file. Except for that I used + the exact same setup as you described in your tutorial. When I compile my map using VHE, it completes + without problems.
+
+ When I compile it with BC I get:
+ Warning: Illegal Brush (edge without opposite face): Entity 134, Brush 1
+
+
+ The specified brush is an func_illusionary What is exactly wrong with the brush, what does this specific + error mean?
+
+ Besides that, I also get a leak if I compile with BC, trying to track it down atm.
+ EDIT: Basically, the leak is unfindable. I have tried boxing the map and tracking it down with + successive smaller boxes, but every time I track one down, another one pops up, and besides, the one + tracked down in a 32x32x32 box has no discernible leak, everything lines up.
+ I copied a part of my map to a new file, and the specified brush stopped being illegal, and another + brush, a func button started being illegal for another reason....What am I doing wrong with BC, as VHE + says everything is fine but then everyone knows vhe a shit compiler, but what explains the differences? +
+

+
+
+
104. NemPosted: Nov 15th, 2007 - 1:29:30 am +
+
+
There are a few good references for compile errors out there such as this + one. You'll probably get a more direct answer from these references seeing as I use them + myself.
+
+ A great many of us have been stumped by leaks in the past, but they always turn out to be tangible. Have + you tried tracing the pointfile yet? As for discrepancies between Hammer and Zoners Tools, Hammer can + only find certain simple errors, so your map may still have errors even if Hammer reports that + everything is fine.
+

+
+
+
105. magraggaeModified: Nov 15th, 2007 - 6:55:19 + am +
+
+
Yeah I checked those resources myself already, however this error is not listed + there. As far as I can see, there is nothing wrong with the brush. Its a simple cubic brush, clipped on + one end so it meets at 45 degree angle with another one, also clipped, to together form a + func_illusionary, to create a fence, through which can still be shot. No vertex manipulation was done on + it, so I am unsure what could be illegal about it.
+
+ Well about the leak, still have not found it, I copied the corridor to a new rmf, and trying to find it, + but I still am unable to find it. I loaded the pointfile, the line goes straight through a brush, which + is not an entity. Besides that, the other lines are outside. I tried boxing my lvl and putting a very + bright light inside, but it appears the light just goes right through cause it was the same brightness + inside or outside my hallway.
+
+ "To begin with, hlfix outputs floating point coordinates to .map files as opposed to VHE which + rounds all coordinates to integers. This alone solves a number of typical mapping problems. hlfix also + performs three phases of geometry corrections"
+ Guess it must be related to this, probably some where on my design, I got something offgrid, and VHE + just rounds it to an integer, making it snap to the grid, while hlfix keeps it offgrid.
+ Think is, I am pretty sure I already exported it through vhe and skipped the hlfix stage once.
+

+ +
+
+
106. NemPosted: Nov 18th, 2007 - 3:01:55 pm +
+
+
Sometimes it's better to just redo the problem brushes. It usually doesn't take to + long and it can fix non-obvious geometry problems.
+

+
+
+
107. WalterPosted: Dec 30th, 2007 - 5:12:35 + am +
+
+
Hey I have an error that comes up when starting the map in CS 1.6
+
+ It compiles fine, but as soon as I load the map, it gets 2 bars in the loading bar and then crashes with + the error:
+ "File Read Error".
+
+ Ive tried tweaking a few options, but nothing.
+
+ Any ideas?
+

+
+
+
108. kangoeroePosted: Jan 4th, 2008 - 9:19:31 + am +
+
+
if i want to start the compile it says that the output path is invalid
+ how do i fix this
+

+
+
+
109. kangoeroePosted: Jan 4th, 2008 - 9:26:49 + am +
+
+
cant you just make a tut of BC so there arent all these questions
+

+
+
+
110. NemPosted: Jan 4th, 2008 - 12:53:16 pm +
+
+
There already is one.
+

+
+
+
111. KodePosted: May 25th, 2008 - 6:27:41 + pm +
+
+
The first time I install Batch Compiler, it runs fine, compiles my maps perfectly, + and does so until I close it.
+ When I come to compile a map again I firstly get an error:
+ Error Writing Batch File:
+ C:\Program Files\Batch Compiler\compile.bat
+
+ I went into Options>Setup to see if anything was wrong, and after clicking on BCP Files I get an + error telling me about JIT Debugging - I have searched the internet to find nothing to help me solve + this!shrug
+

+
+
+
112. NemPosted: May 28th, 2008 - 1:03:25 pm +
+
+
What happens if you delete C:\Program Files\Batch Compiler\compile.bat before + compiling your map?
+

+
+
+
113. YenianPosted: Jul 9th, 2008 - 10:53:54 + pm +
+
+
Same Error as Kode:
+
+ Batch Compiler Core
+
+ Error writing batch file:
+ C:\Program Files (x86)\Batch Compiler\compile.bat
+
+ I'm running Vista Business x64. I would speculate this is a Vista problem, since apps aren't supposed to + write to the program files directory. I have not confirmed, but SP1 was supposed to remove the file + virtualization directory.
+
+ Running Batch Compiler As Administrator seems to fix this problem, since it gives it elevation to do + whatever it needs to do.
+
+

+
+
+
114. alphabravoPosted: Feb 17th, 2009 - 1:10:23 + pm +
+
+
ive tried everything i could to solve this stupid mess!!
+ compiler (whichever i use) always comes up with an error that wad file cannot be opened.
+ ive used multiple compilers and tried different wads!
+ *as there are no wads there are no textures in my maps*
+ here is one log>>
+
+
+ ** Executing...
+ ** Command: Change Directory
+ ** Parameters:
+
+
+ ** Executing...
+ ** Command: Copy File
+ ** Parameters: "E:\Counter-Strike\cstrike\test.map" + "E:\Counter-Strike\cstrike\maps\test.map"
+
+
+ ** Executing...
+ ** Command: D:\VALVEH~1\tools\qcsg.exe
+ ** Parameters: "E:\Counter-Strike\cstrike\maps\test"
+
+ qcsg.exe v2.8 (Jan 31 2000)
+ ---- qcsg ----
+ entering E:\Counter-Strike\cstrike\maps\test.map
+ CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
+ CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
+ WARNING: couldn't open \documents and settings\maj sarwar\desktop\zhlt253-17\zhlt.wad
+ 0 seconds elapsed
+
+ ** Executing...
+ ** Command: D:\VALVEH~1\tools\qbsp2.exe
+ ** Parameters: "E:\Counter-Strike\cstrike\maps\test"
+
+ qbsp2.exe v2.2 (Dec 28 1998)
+ ---- qbsp2 ----
+ writing E:\Counter-Strike\cstrike\maps\test.prt
+ 0 seconds elapsed
+
+ ** Executing...
+ ** Command: D:\VALVEH~1\tools\vis.exe
+ ** Parameters: "E:\Counter-Strike\cstrike\maps\test"
+
+
+ ** Executing...
+ ** Command: D:\VALVEH~1\tools\qrad.exe
+ ** Parameters: "E:\Counter-Strike\cstrike\maps\test"
+
+
+ ** Executing...
+ ** Command: D:\VALVEH~1\tools\qrad.exe
+ ** Parameters: +map "test"
+
+
+

+
+
+
115. richeiPosted: Feb 22nd, 2009 - 2:58:25 + am +
+
+
you shouldn't have ur compile tools on your desktop anyways. move the folder to + whatever drive you want. before i moved away from hl1 mapping, i had my wads folder at c:\wads, then + used an include file to specify which wads to embed in the bsp. bc never was able to handle spaces in + the folder name.
+

+
+
+
116. richeiPosted: Feb 22nd, 2009 - 3:16:12 + am +
+
+
Seems to have a problem loading any of valve's textures. all i get is:
+
+ material "tools/toolsnodraw" not found.
+ Material not found!: TOOLS/TOOLSNODRAW
+ material "metal/metalwall032f" not found.
+ Material not found!: METAL/METALWALL032F
+ material "concrete/concretefloor031a" not found.
+ Material not found!: CONCRETE/CONCRETEFLOOR031A
+
+ maybe it has to do with the new format or something, who knows.
+
+ its also looking for the filesystem.dll file in the wrong place. its not in bin/orangebox/bin. seemed to + work fine once i copied into that folder though, well with the exception of the missing textures.
+

+ + +
+
+
121. StojkePosted: May 9th, 2010 - 8:17:05 + am +
+
+
Hey, Nem, i have some problems...

Every time i try to compile a map (i + never have ever gotten this error before) i get this:

Submit detailed bug reports to + (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: "D:\Back up 22\Valve Hammer + Editor\zhlt34x86final\hlcsg.exe"-nowadtextures -wadinclude decals.wad -wadinclude halflife.wad + -wadinclude liquids.wad -wadinclude zm_snowbs02.wad "C:\Documents and + Settings\Stojke\Desktop\zm_snowbase_cla"
Entering C:\Documents and + Settings\Stojke\Desktop\zm_snowbase_cla.map

Current hlcsg Settings
Name | Setting | + Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ + off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting + memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off + ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type + [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] + [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ + 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad + configuration
Wadinclude list + :
[zhlt.wad]
[decals.wad]
[halflife.wad]
[liquids.wad]
[zm_snowbs02.wad]
+
+ 2 brushes (totalling 12 sides) discarded from clipping hulls
+ CreateBrush:
+ (0.33 seconds)
+ SetModelCenters:
+ (0.02 seconds)
+ CSGBrush:
+ (1.19 seconds)
+
+ Warning: Wad file '\decals.wad' not found
+ Warning: Wad file '\halflife.wad' not found
+ Warning: Wad file '\liquids.wad' not found
+ Warning: Wad file '\zm_snowbs02.wad' not found
+ Error: Could not open wad file \decals.wad
+ Error: Could not find WAD file
+ Description: The compile tools could not locate a wad file that the map was referencing.
+ Howto Fix: Make sure the wad's listed in the level editor actually all exist
+
+ Error: Could not open wad file \halflife.wad
+ Error: Could not open wad file \liquids.wad
+ Error: Could not open wad file \zm_snowbs02.wad
+
+
+ I have tried moving the wads, and everything. All the wads exist, and are on the right path. But the + compiler tools tell me they can not find them... bored
+

+
+
+
122. StojkePosted: May 9th, 2010 - 8:27:30 + am +
+
+
Never mind! I forgot to include zhlt.wad in hammer >_<
+
+
+ Sorry for my mistake lazy
+

+
+
+
123. PlaguePosted: Jul 3rd, 2019 - 7:40:33 + pm +
+
+
When I try to convert a batch file to an exe, I have this error at the end:
+
+ Injecting Icon...
+ Cannot Make EXE!
+ Bad file name or number
+ Please make sure ENGLISH is your primary language for "non-unicode programs" on your Windows + Language bar or control panel.
+
+ I don't understand, my computer is in english and all seems good.. I tried all the available update but + nothing works
+

+ +
[ + 1 + 2 + ]

+ + +
+
+
+
Batch Compiler
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Crafty_FAQ.html b/subpages/Comments/Crafty_FAQ.html new file mode 100644 index 0000000..e55e405 --- /dev/null +++ b/subpages/Comments/Crafty_FAQ.html @@ -0,0 +1,1099 @@ + + + + Nem's Tools [Crafty - FAQ - Crafty FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Crafty + FAQ - NemPosted: Oct 5th, 2006 - 12:44:47 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Crafty, I get the following error message:
"This application has failed + to start because the application configuration is incorrect. Reinstalling the application + may fix this problem."

+
+
A.
+
+

Crafty is written in C++ .NET v2.0 and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
+
Q.
+
+

When I launch Crafty, I get the following error message:
"The application failed to + initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

Crafty is written in C++ .NET v2.0 and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
+
Q.
+
+

When I launch Crafty, I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

Crafty is written in C++ .NET v2.0 and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
+
Q.
+
+

When I open an object in Crafty, I get the following error message:
"Error: + wglUseFontBitmaps() failed."

+
+
A.
+
+

Try using a different font driver:

+
    +
  1. Shutdown Crafty.
  2. +
  3. Open your ov.ini file.
  4. +
  5. Find the argument Engine.FontDriver and set it equal to Sprite (texture + based fonts) or Null (no fonts). WGL (bitblit fonts) are the default.
  6. +
  7. Save your changes.
  8. +
  9. Start Crafty.

    +
  10. +
+
+
Q.
+
+

How do I set Crafty up?

+
+
A.
+
+

To set Crafty up:

+
    +
  1. Start Crafty.
  2. +
  3. Select Setup then Options.
  4. +
  5. Under the File System tab, select your Steam Directory then the User + Name whose custom content you wish to use.
  6. +
  7. Click OK.
  8. +
  9. Click Setup then Profiles and select the modification whose content you + wish to open.
  10. +
+
+
Q.
+
+

When I load a level, it is missing textures or models or other resources.

+
+
A.
+
+

Crafty needs to know where to look for any resources referenced by a particular level. To + do this, Crafty makes use of Profiles which tell Crafty which packages to look in and + which search paths to use. Prior to loading any level, you must first make sure that the + game or game modification you are loading content for is selected in the Profiles + list in the Setup menu.

+
+
Q.
+
+

I don't see my game or game modification in the Profiles list.

+
+
A.
+
+

One drawback to the Profile approach is there is no way I can include a profile for + every modification, I can only do so for modifications I own. If you want to add support for + a custom modification, you must edit the Specifications\GameInfoCustom.csf file in + any text editor to add support. It is quite simple to do, the aforementioned file contains + detailed instructions.

+
+
Q.
+
+

How can I extend the Material Browser to view .tga files for Source games?

+
+
A.
+
+

If you want to view both .vmt and .tga files for Source games, edit + ...\Crafty\Specifications\GameInfo.csf changing the Filter for the source + MaterialBrowser from *.vmt to *.tga;*.vmt (should be line 65)

+
+
+ +

Ask a question...

+
+
+
Modified: Mar 24th, 2009 - 1:57:33 am[ 46327 Views ] +
+
+

+ + +
+
+
1. Spike1Modified: Dec 11th, 2006 - 6:07:20 + pm +
+
+
When I try to view the map in Crafty I set it for the right profile in the program + and when I go try to open I get this error


+
+ that is with every map. My system meets the requirements for the software.
+

+
+
+
2. NemPosted: Dec 12th, 2006 - 12:08:35 pm +
+
+
It's basically an unsupported feature in your graphics driver. I've been meaning to + add a workaround for a while but I keep forgetting. I'll try to get one into the next release.
+

+
+
+
3. Spike1Posted: Dec 12th, 2006 - 10:52:55 + pm +
+
+
If it helps My Video card is a ATI Radeon 9600
+

+
+
+
4. NemPosted: Dec 14th, 2006 - 1:32:49 am +
+
+
Hmm, should work on that card; I have a Radeon 9600 XT which I've tested Crafty on + (maybe update your drivers). Either way enough people have experienced this error that I'll implement a + work around.
+

+
+
+
5. Spike1Modified: Dec 14th, 2006 - 3:06:54 + am +
+
+
I may have found the solution I turned lighting off then load a map then turn them + on. I had to do that with the BSPViewer I was getting like .1 FPS I turn lighting off then on and my FPS + jumped to like 100+
+

+
+
+
6. NemPosted: Dec 15th, 2006 - 12:34:03 pm +
+
+
If you are getting a drastic change in FPS with a feature turned on as opposed to + off, it is a good indication that your drivers are performing that feature in software emulation and not + hardware mode. But lightmaps just use multitexturing, which is certainly supported by a Radeon 9600, so + again this points to something fishy with your drivers.
+

+
+
+
7. Spike1Modified: Dec 15th, 2006 - 7:40:44 + pm +
+
+
It is the offical drivers from the ATI site the release from this week. The steps I + do is
+ 1:Turn off lighting
+ 2:Load map
+ 3:Turn back on Lighting
+
+ then it works like it should.
+

+
+
+
8. rj_jacob101Modified: May 4th, 2007 - 3:34:17 + pm +
+
+
Hey, I used the GFCscape to extract map files from the HL2 GFC files. I opened one + the the maps and it opened just fine, models, textures, everything was showing perfectly. But when I + went to extract the map to a VMF, it didn't open properly in the Hammer editor. All I got was a blank + map. Is there a way to fix this?
+
+ -I was able to figure it out...
+
+

+
+
+
9. BansheePosted: Jul 8th, 2007 - 12:13:48 + pm +
+
+
I am totally new to this whole story, so correct me if i do anything wrong please. I + just want to know how to view models in crafty? When i do, it gives me only white images (this is for + HL2)could you reply to my e-mail address please: Banshee1221@hotmail.com
+

+
+
+
10. NemPosted: Jul 11th, 2007 - 11:40:13 pm +
+
+
Did you read the last two questions in the FAQ?
+

+
+
+
11. northwoodPosted: Jul 31st, 2007 - 3:15:45 + pm +
+
+
Can you create a profile in this crafty app to support the father of .bsp "Quake + 1" I want to convert some maps I've made and port them over to HL-2
+

+
+
+
12. NemPosted: Aug 1st, 2007 - 1:11:09 pm +
+
+
It's not quite that simple; I would have to add Quake 1 .bsp and .wad support (both + are different from their Half-Life counterparts) which I simply don't have time to do. Maybe one + day...
+
+ myhead
+

+
+
+
13. wmn955Posted: Aug 9th, 2007 - 7:34:59 + am +
+
+
Nice tool but when I view models they don't rotate around their Y Axis like in the + original SDK model viewer(means when pressing A or D key the model disappears left or right).
+

+
+
+
14. NemPosted: Aug 10th, 2007 - 9:39:46 pm +
+
+
In the Object Viewer, you view models by moving around like in a free look mode in + any game. If you are moving to fast, you can either hold the ctrl button, or change the camera speed in + the options menu.
+
+ In the Model Browser, you can use the mouse to rotate objects smiler to in the SDK Model Viewer (with my + own flare). If you are used to this, you might want to use the Model Viewer instead of the Object + Viewer. This should work as long as you have the right profile selected and your models are such that + the game can find them.
+

+
+
+
15. goddessPosted: Nov 16th, 2007 - 10:47:52 + pm +
+
+
Well, I've downloaded this and the runtime v2.0 and it still gave me the error + message upon application run. I even went so far as to install runtime v3.0 and I still get the error + message. Any ideas? I am running Windows XP with SvcPk 2.
+

+ +
+
+
16. xironmanPosted: Jan 27th, 2008 - 5:49:18 + am +
+
+
I also had the "This application has failed to start..." error message with + XP SP2 and .NET Runtime V2.
+
+ I managed to fix it by installing "Microsoft Visual C++ 2005 SP1 Redistributable Package + (x86)" from:
+
+ http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en +
+

+
+
+
17. ArctosModified: Feb 9th, 2008 - 5:40:24 + pm +
+
+
I have problem with Counter strike 1.6 and Crafty.
+
+ I set profile to Counter Strike and i have not set steam location since i don't have it. And maps are + loading without textures. puddle In console i see cstrike.wad not found, decals.wad not found cs_dust.wad + not found.
+ then names of textures and not found. So how i can fix it so textures will be displayed for me ??
+
+ If u Nem can answer via e-mail i will be glad cuz it is is pissing me off. exhausted
+ I will really appreciate if u will e-mail me with solution for my issue. cool
+

+
+
+
18. NemPosted: Feb 21st, 2008 - 4:19:33 pm +
+
+
Crafty does not support older WON setups. That said, you should be able to get the + textures working by mounting the necessary .wad files in the File System Browser before opening + the .bsp.
+

+
+
+
19. ArctosPosted: Feb 26th, 2008 - 7:55:23 + am +
+
+
Well i did what u sad and after mounting all needed WAD files i opened bsp and nohing + happend. I still see non-textured map :(.
+
+ Anyway how export from crafty BSP map (textures included inside bsp) into 3ds max as OBJ file and then i + 3ds max 6 after rendering see textured map?? is a way or all texture location data is lost by exporting + from Crafty. Cyz i tryed export it in few ways and in 3ds max 6 i see non-textured models to :(
+

+
+
+
20. Null-EntityModified: May 7th, 2008 - 1:20:06 + pm +
+
+
The program loads fine, models levels everything, but when I try to move the camera + (move not rotate the direction) the whole screen goes black. no matter what I do, The only option is to + reset the camera postion..
+

+
+
+
21. NemPosted: May 8th, 2008 - 12:52:38 pm +
+
+
I wonder if you've somehow set your camera speed way to high. To adjust your camera + speed:
    +
  • Select Setup then Options.
  • +
  • Go to the Camera tab.
  • +
  • Adjust the Speed.
  • +
  • Press OK.
  • +
The default speed I use is 256. This works well with typical Half-Life/Source maps. If your level + is of a different scale, you may want to adjust this value appropriately.

The Boost is + a multiplier for the Speed that is applied while holding your Shift key down. If you hold your + Ctrl key down, it acts as a divisor. This allows you to change your camera speed while viewing the + level.
+

+
+
+
22. Null-EntityPosted: May 18th, 2008 - 2:48:34 + am +
+
+
Thanks for the help, I think it was that, despite me changing it previously it works + fine now :P...computers eh.
+
+ HL2/EP1/EP2 maps now work fine, the only strange thing is viewing models, while looking at them the + screen goes black/they clip and dissapear, but with no reason, looking at the same model from a + different angle I can zoom in, but another angle and it dissapears much sooner (camera clipping maybe ? + ) minimum draw distance ??
+

+
+
+
23. NemPosted: May 19th, 2008 - 1:42:26 pm +
+
+
Possibly. If you open up your ov.ini file, you can adjust the near clipping plane by + adjusting Frustum.NearPlane under [ObjectViewer.Options] and + [ModelBrowser.Options].
+
+ walking
+

+
+
+
24. Null-EntityPosted: May 31st, 2008 - 11:41:36 + am +
+
+
Unfortunatly I cant find the .Ini, In the program folder is the .Exe with a few .ddl + files.
+
+ a fonts folder and specification .csf files, no .Ini.
+
+ Unless I'm looking in the wrong place ?
+
+ Thanks for helping so far :P, sorry for the late reply.
+

+
+
+
25. NemPosted: May 31st, 2008 - 6:18:55 pm +
+
+
It should be in the same folder as Crafty.exe (after the first time Crafty runs). You + can optionally create it yourself; it should say:

+
Code:
+
[ObjectViewer.Options]
Frustum.NearPlane = + 1.000000

[ModelBrowser.Options]
Frustum.NearPlane = 1.000000
+
+

+
+
+
26. Dark DaskinPosted: Jul 10th, 2008 - 9:47:14 + am +
+
+
When I try to view any 3D file (material or model), in Object Browser I see only gray + background. Crafty writes progress into console, showing that all files are loaded, but nothing is + rendered.
+ My OS is Windows Vista. I tried to disable Aero and now program works.
+ I think you should add this to FAQ. And an ability to temporary disable Aero when Crafty starts also + will be useful.
+

+
+
+
27. Elite-MapperPosted: Oct 31st, 2008 - 11:32:06 + am +
+
+
carryingstuff hello i have a question I am a pretty good mapper but + when i try to say load a halo map (format example "timberland.map) i get this error
+
+ OpenGL initialized.
+ Loading E:\timberland.map...Error loading E:\timberland.map on line 1.
+
+ what does this mean and how could i fix this? happy
+

+
+
+
28. NemPosted: Nov 8th, 2008 - 3:51:40 pm +
+
+
This program opens Half-Life .map files only. Other files that share the same + extension are not supported.
+

+
+
+
29. ApalazoMModified: Nov 13th, 2008 - 6:12:05 + pm +
+
+
Hi Nem.
+
+ I have a problem with the textures. When I load a .bsp file it is missing the textures, take a + look:
+
+ http://img385.imageshack.us/img385/5532/0001wq7.jpg
+
+ I configured the "Profiles" in the "Setup" already:
+
+ http://img47.imageshack.us/img47/8342/0002gq6.jpg
+
+ It's a map for the MOD Counter-Strike 1.6. I used the crafty before and it worked with no problems, but + now I have this problem.
+
+ How I solve this? alarmed
+
+ Thks.
+
+

+
+
+
30. Mike2kPosted: Feb 28th, 2009 - 5:31:03 + am +
+
+
Could you please add a tutorial to the FAQ section, how to enable TGA viewing support + in Crafty? Thanks!
+

+ +
+
+
31. cs_italyPosted: May 23rd, 2009 - 7:37:37 + pm +
+
+
I have a problem with Crafty
+ When I launch Crafty, I get the following error message:
+
+ Abnormal application unknown software exception (0xc000000d), location 0x78144584.
+
+ But I've Installed C++ and .NET Framework.
+ How I solve this?
+ Thinks.
+

+
+
+
32. mabanPosted: May 25th, 2009 - 3:17:47 + pm +
+
+
Try uninstalling Crafty and installing it again.
+

+
+
+
33. AdamRPosted: Jun 7th, 2009 - 5:37:45 + pm +
+
+
This is a fantastic tool, but did you take out the entity list and + adding/deleting/modifying entities in BSP's?
+
+ Entity listing and modification graphically was a really great feature for BSPviewer, I was wondering if + Crafty could also have it.
+

+
+
+
34. cs_italyPosted: Jun 20th, 2009 - 8:49:19 + pm +
+
+
Oh,I see.There can't be Chinese words in Crafty's path,or it can't run.
+

+
+
+
35. scioccoPosted: Jun 22nd, 2009 - 8:56:45 + pm +
+
+
when i export a .obj as a .vmf. and open it in hammer, nothing appears in hammer. + what am i doing wrong?
+

+
+
+
36. TheAngelPosted: Nov 13th, 2010 - 8:13:17 + am +
+
+
+
Null-Entity:
+
The program loads fine, models levels everything, but when I try to move the camera + (move not rotate the direction) the whole screen goes black. no matter what I do, The only option is + to reset the camera postion..

+
+ I have the same problem, but modifying the camera's speed didn't fix the problem for me. +
+

+
+
+
37. TheCeltPosted: Nov 18th, 2010 - 1:29:00 + pm +
+
+
Would be nice to see a CRAFTY update! xD
+

+
+
+
38. NemPosted: Nov 19th, 2010 - 12:57:35 am +
+
+
I spent some time updating Crafty tonight; should have something by this + weekend.
+ apple
+

+
+
+
39. TheCeltPosted: Nov 19th, 2010 - 4:51:44 + pm +
+
+
I love you man! xD guitar
+

+
+
+
40. GanJaModified: Dec 23rd, 2010 - 3:43:40 + pm +
+
+
hello. i have installed Crafty and .NET Framework 3.5 Service Pack 2 plus Visual C++ + Redistributable!
+
+ But everytime i run Crafty it says "This application has failed to start because the application + configuration is incorrect. Reinstalling the application may fix this problem."
+
+ I need an answer alarmedalarmed
+
+ Thanks
+
+

+
+
+
41. fferroPosted: Apr 5th, 2011 - 1:59:35 + am +
+
+
Hello,
+
+ Is it possible to open modern warfare models without the game installed?
+ thans in advance
+

+
+
+
42. polartopPosted: May 30th, 2011 - 8:17:03 + am +
+
+
exhausted everytime i try to open a model with crafty nothing happens i just + click on open then nothing! help!
+

+
+
+
43. BananaPosted: Dec 16th, 2011 - 5:16:08 + am +
+
+
Hi! I also can not start crafty because
+ "This application has failed to start because the application configuration is incorrect. + Reinstalling the application may fix this problem."
+
+ I tried installing different NET version on 2 different PCs. Nothing helps. Any ideas?
+
+ All I need is a program to convert map. into mdl.
+ Are there any alternatives?
+

+ +
+
+
46. Deagle195Posted: Aug 24th, 2013 - 10:06:06 + am +
+
+
Hey Nem, I've got a question.
+ Look, I've ported a map, saved it as .map and opened in Crafty, but the textures are not showing up! + I've selected Half-life 2 profile, made textures VMTs and VTFs, but crafty says they're not found! Help, + please.
+

+
+
+
47. Fayti1703Modified: Aug 24th, 2013 - 2:11:39 + pm +
+
+
I know it says only Half-Live stuff, but does it also work with Half-Live-BASED Games + like Portal? The ingame editor of the second game is really too simple. bored
+

+
+
+
48. PatfastPosted: Mar 28th, 2014 - 10:20:24 + pm +
+
+
When I select a freak fortress model to convert to .obj (luigi) it gives me a solid + colored model and no textures. In the console it says:

Material lui_body not + found.
Material lui_metal not found.
Material eyeball_r not found.
Material eyeball_l + not found.


In the profiles, I've selected TF2 and my username in the directory. +

The materials are located in C:\Program Files (x86)\steam\steamapps\[exerpt]\team fortress + 2\tf\materials\freak_fortress\luigi2, and the model is located in C:\Program Files + (x86)\steam\steamapps\[exerpt]\team fortress 2\tf\models\freak_fortress\luigi2.
+
+ How can I fix this? (And also, I poked around in the settings, it says something about VMT extensions, + what would I put in that box?) HLMV loads the model with textures perfectly fine.
+
+
+

+
+
+
49. HydroAttackPosted: Jul 11th, 2014 - 6:57:01 + pm +
+
+
When I try to launch Crafty, it says
+ This application may depend on other compressed files in this folder.
+ For the application to run properly, it is recommended that you first extract all files.
+
+ What do?
+

+
+
+
50. MysteryScienceCorePosted: Jan 18th, 2017 - + 7:14:00 am +
+
+
Can you please add support for SFM? Because every time I attempt to open SFM models, + the tool crashes
+

+
+
+
51. steve0503Posted: Jul 4th, 2017 - 12:27:47 + pm +
+
+
"Q.
+ When I load a level, it is missing textures or models or other resources.
+ A.
+ Crafty needs to know where to look for any resources referenced by a particular level. To do this, + Crafty makes use of Profiles which tell Crafty which packages to look in and which search paths to use. + Prior to loading any level, you must first make sure that the game or game modification you are loading + content for is selected in the Profiles list in the Setup menu."
+ I did this thing, but still missing texture....trying to open css map..
+

+
+
+
52. ZCreator97Posted: Jul 11th, 2017 - 3:09:47 + am +
+
+
I've got a problem. I can load a TF2 map file just fine, but the textures are really, + really weird. They're all super-low resolution, which makes me think that Crafty is trying to read the + HDR "screenshots" included with the map materials. What do I need to do to fix this?
+

+
+
+
53. steve0503Posted: Jul 23rd, 2017 - 3:12:59 + am +
+
+
Hi, when I open the L4D map, it said
+
+ Error: Lump world light size not divisible by lump type size.
+
+ How to fix this? Thanks.
+

+ + + +
+
+
+
Crafty
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/GCFScape_FAQ-page1.html b/subpages/Comments/GCFScape_FAQ-page1.html new file mode 100644 index 0000000..cd61aa6 --- /dev/null +++ b/subpages/Comments/GCFScape_FAQ-page1.html @@ -0,0 +1,1217 @@ + + + + Nem's Tools [GCFScape - FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
GCFScape + FAQ - NemPosted: Jun 20th, 2004 - 11:37:59 am +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch GCFScape I get the following error message:
"This application has + failed to start because the application configuration is incorrect. Reinstalling the + application may fix this problem."

+
+
A.
+
+

GCFScape v1.4.0 and up is written in C++ .NET v2.0 and such as requires the .NET runtimes + to run. See the downloads + page for more information.

+
+
Q.
+
+

When I launch GCFScape I get the following error message:
"The application failed to + initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

GCFScape is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
Q.
+
+

When I launch GCFScape I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

GCFScape is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
Q.
+
+

Are GCF files compressed archives?

+
+
A.
+
+

No.

+
+
Q.
+
+

What are GCF files then?

+
+
A.
+
+

GCF (Assumed to stand for Game Cache File) files can best be compared to a virtual file + system not unlike FAT or other common file systems. The virtual file system supports meta + data, file fragments, checksums and other minor features. GCF files are the backbone of + Steam's content delivery system.

+
+
Q.
+
+

Why do I have to close Steam to open a GCF file?

+
+
A.
+
+

GCFScape uses a technique called file mapping to directly access data in a GCF file as you + would data in memory. This is a useful technique because it means GCFScape doesn't have to + read tons of data into memory to read a GCF file and it can read a GCF file without having + to seek all over the place.

+

Because Steam opens GCF files in read/write mode and is liable to change the contents of + any GCF file at any time, GCFScape requires that you close Steam. If Steam was open and it + changed the contents of a GCF file while it was mapped, GCFScape would become unstable and + likely crash.

+
+
Q.
+
+

When I open a package I get the following error message:
"Failed to open file." +

+
+
A.
+
+

GCFScape requires strict read rights to a package file to maintain stability. Make sure the + package file is not open in any other program including Steam. As a work around you can + enable Volatile Access from the Options menu. Note: this may cause + GCFScape to become unstable if Steam is updating the package you have open.

+
+
Q.
+
+

When I open a GCF file I get the following error message:
"Invalid GCF version number + (vX)."

+
+
A.
+
+

GCFScape does not know how to read the GCF file version you are attempting to open. This + could be because it is an old GCF file version that I haven't yet added support for (due to + the fact that I don't know what the format is) or a new GCF file version that a recent Steam + update produced. Either way let me know.

+
+
Q.
+
+

When I open a package I get the following error message:
"Corrupt file."

+
+
A.
+
+

GCFScape will display this error when it maps a package file to memory only to find there + is not enough data in the file for the resulting map. This may or may not mean your file is + corrupt but almost certainly means GCFScape would crash it continued to load your package + file.

+
+
Q.
+
+

When I open a package I get the following error message:
"Failed to map view of + file."

+
+
A.
+
+

GCFScape will display this error when the system call MapViewOfFile() fails. This can + happen on older operating systems with primitive virtual memory management. As a work around + you can disable File Mapping from the Options menu. Note: disabling + File Mapping will incur a memory and performance penalty.

+
+
Q.
+
+

When I press the Extract button, a Browse for Folder dialog appears but there + is no directory tree to allow me to select a folder.

+
+
A.
+
+

There is an unfortunate bug with the .NET framework that causes this dialog to operate + incorrectly. This is a pretty rare occurrence, but there is a workaround:

+
    +
  1. Close GCFScape.
  2. +
  3. Open the gcfscape.cfg file, located in your GCFScape directory, in notepad.
  4. +
  5. Set the GCFScape.ExtractDirectory argument to a folder on your hard drive such as + C:\.
  6. +
  7. Open GCFScape and extract your file.
  8. +
+
+
Q.
+
+

When I extract a file I get the following error message:
"Error writing [filename] + (File contains no physical data to write)."

+
+
A.
+
+

This error occurs when you attempt to extract a file that has no physical data associated + with it. This is a file that exists in the directory tree but which Steam has not yet + downloaded. Use Steam to make sure the file is fully acquired.

+
+
Q.
+
+

How do I create a GCF file?

+
+
A.
+
+

As of yet, not enough is known about the GCF file format to programmatically create one. + There are still plenty of unknown fields that need an understanding before a GCF file can be + created. That said there is also no guarantee that creating a GCF file is all that is needed + for Steam to recognize and make use of it. Some other registration might be required and may + not be possible without hacking Steam. For these reasons I have no plans to add the ability + to create a GCF file.

+
+
Q.
+
+

How do I modify a GCF file?

+
+
A.
+
+

The purpose of the GCF file is to make it easy for Steam to update Valve's software. When a + new version of a program (say CS) is released, all Steam has to do is look in the CS GCF + file and compare versions (hashes) of each file to determine if each file needs to be added, + updated or removed. Because of this, if you were to modify a file, Steam would interpret + this as meaning that the file is out of date and redownload the correct version of the file. +

+

Steam does, however, provide an interface to add or overwrite a file. To add or overwrite a + file simply place it in the corresponding directory in the Steam\SteamApps\[EMail]\[GCF + File] directory on your hard drive. You might have to create the appropriate subdirectories. +

+
+
Q.
+
+

Will GCFScape be able to create or modify GCF files in the future?

+
+
A.
+
+

Not likely.

+
+
+ +

Ask a question...

+
+
+
Modified: Jan 17th, 2006 - 10:33:36 pm[ 83 + Comments ] +
+
+

+
[ 1 + 2 + ]

+ +
+
+
1. NemModified: Jul 19th, 2004 - 10:46:02 am +
+
+

There are really two issues:

When will I be able to modify the + contents of a GCF file?
The purpose of the GCF file is to make it easy for Steam to update + Valve's software. When a new version of a program (say CS) is released, all Steam has to do is look in + the CS GCF file and compare versions of each file to determine if any file needs to be updated or added. + Because of this, if you were to modify a file, Steam would interpret this as meaning that the file is + out of date and redownload the correct version of the file.

When will I be able to create + a GCF file?
As of yet, not enough is known about the GCF file format to programmatically + create one. There are still plenty of unknown fields that need an understanding before a GCF file can be + created. That said there is also no guarantee that creating a GCF file is all that is needed for Steam + to recognize and make use of it. Some other registration might be required and may not be possible + without hacking Steam.

Because of the above reasons I have no plans to add the ability to + create or modify GCF files. When all is said and done there is no real advantage, no guarantee it will + work, and no requirement for it for custom mods or mod + customization.

Nem

[Edit]
+
+ Moved to FAQ.
+
+

+
+
+
2. dark_2oo4Posted: Sep 16th, 2004 - 7:21:48 + am +
+
+

+ i've got a big problem over here, i just finished pre-loading Half-Life 2 and i want to extract the + sounds and listen to them :), but i get an error like: (this is when i press the extract button):
+
+ An unhandled exception has occurred in your application. If you click Continue, the application will + ignore this error and attempt to continue. If you click Quit, the application will be shut down + immediatly.
+ The current thread must set to single thread apartment (STA) mode before OLE calls can be made. Ensure + that your Main function has STAThreadAttribute marked on it.
+
+ (that was the error) - if i click continue nothing happens, so, what's the deal then?? (i must say that + i just installed WindowsXP SP2 included few weeks ago, i don't think that's the problem)
+
+

+
+
+
3. BluefangPosted: Sep 16th, 2004 - 12:37:35 + pm +
+
+

+ I beleive that the HL2 cache files are encrypted and will only be unlcked when you buy the game. ot + somthing like that.
+
+

+
+
+
4. NemPosted: Sep 16th, 2004 - 4:47:06 pm +
+
+

+ It's another fun bug with the FolderBrowserDialog (a bug that currently has no fix). In v1.1 of the .NET + framework, if the thread apartment is not in STA mode, the FolderBrowserDialog will display only without + a directory tree to select a folder from. This confused a lot of developers so in v1.1 SP 1 and v2.0 + Beta an exception is thrown instead (which makes it nice and difficult for us developers to manage + because it is not consistent).
+
+ This all stems from the fact that you can't set the apartment state in a C++ .NET application (for + complex reasons).
+
+ The next version of GCFScape will contain a workaround: if GCFScape detects that you are in STA mode the + FolderBrowserDialog will be displayed, otherwise a dialog that lets you type in the folder will be + displayed. The next version is actually complete, just awaiting the next HLLib for release.
+
+

+
+
+
5. FinesseModified: Sep 28th, 2004 - 11:03:15 + pm +
+
+

+ Hay dudes,
+ I'm kinda new to this game. exploding
+ When i try to extract the Counter-Strike.gcf my computer locks up, this only happens when I try to + extract a folder that is 'large' . Any help would be greatly appreciated.
+
+ Regards,
+ Finesse
+
+

+
+
+
6. NoBodyPosted: Sep 29th, 2004 - 3:29:24 + am +
+
+

+ it will be working hard for a few minuts, the program might display as not responding while this i going + on.
+ if it is in fact lockup try posting the log
+
+

+
+
+
7. SoulPosted: Oct 21st, 2004 - 12:56:24 + pm +
+
+

+ i get the error "CLR error: 8007000b",i never used to get this error but then i formatted and + reinstalled windows like a week ago and i hasnt worked sincesad
+
+

+
+
+
8. NemPosted: Oct 21st, 2004 - 6:54:16 pm +
+
+

I suspect it is a problem with your .NET installation, but I will have + to research the error first.
+
+

+
+
+
9. SoulPosted: Oct 23rd, 2004 - 12:54:04 + am +
+
+

+ i redownloaded the dotnetfx.exe and installed it again,the same problem occuredsad
+
+

+
+
+
10. SoulPosted: Oct 23rd, 2004 - 11:39:06 + am +
+
+

+ dont worry its working now,it was that damn parite virus
+
+
+

+
+
+
11. NemPosted: Oct 24th, 2004 - 1:28:56 pm +
+
+

+ Thanks for the info, glad you were able to figure it out.
+
+ happy
+
+

+
+
+
12. z3r0Posted: Feb 18th, 2005 - 9:43:10 + pm +
+
+
ok I am done making a skin and when i go to the copied version of css it wont open it + says
+ Error: unexpected exception in populate tree() anyone know what i can do to fix it? sad
+

+
+
+
13. NemPosted: Feb 18th, 2005 - 10:22:25 pm +
+
+
First off, if Volatile Access is enabled, disable it. It is potentially unstable by + its nature if Steam is manipulating a GCF file (and several patches were recently released). If the + problem persists, please post the stack trace (the exception error message should give you a details + view, that is the stack trace).
+

+
+
+
14. EyeRisePosted: Feb 27th, 2005 - 9:32:34 + pm +
+
+
ok, how do i fix the fact that it keeps saying "Invalid file" blah blah + blah. Steam is closed, but it won't work when i try to open a .bsp file. plz help
+

+
+
+
15. NemModified: Feb 27th, 2005 - 10:15:33 pm +
+
+
GCFScape only supports Half-Life .bsp files (not, for example, Source .bsp files). + You can use the bspzip.exe program that comes with the Source SDK to extract the contents of Source .bsp + files.
+

+ +
+
+
16. devilmayPosted: Mar 2nd, 2005 - 9:35:41 + pm +
+
+
folderah +
+

+
+
+
17. SandMansMomPosted: Feb 21st, 2006 - 8:21:03 + am +
+
+
Your GFCScape is a very great tool!
+
+ Is there a way to edit the .ent files directly in GFCScape?
+
+ The way I tried does not work...
+
+ I wanted to modify the entitie-files so I could set the number of
+ players which are needed to capture a flag to one.
+
+ I opened the files with wordpad and changed the "numcap" to one
+ but it does not save the changes :-(
+
+
+ help please
+
+ ps where is my comment?
+

+
+
+
18. NemPosted: Feb 21st, 2006 - 4:21:02 pm +
+
+
There is no way to edit .ent files in GCFScape. If you are talking about Half-Life + .bsp files, then you can import .ent files with ripent.exe. If you are talking about Half-Life 2 .bsp + files then I'm sure there is a tool that will let you edit entity information, I just don't know what it + is called.
+

+
+
+
19. SandMansMomPosted: Feb 23rd, 2006 - 10:07:18 + am +
+
+
Thanx for replying Nem...
+
+ actually there IS a tool cool
+
+ maybe someone needs it too...
+
+ it s called "entspy"
+
+ can be found here
+
+ http://www.geocities.com/cofrdrbob/entspy.html
+
+
+ cya
+
+

+
+
+
20. GreathoofPosted: Jun 16th, 2007 - 10:46:52 + am +
+
+
Hey,Nem!
+
+ I want to switch 2 folders(skin folders) in a game's .gcf file. I have GCFscape,but dont know how to use + it... and how can switch 'em.:(
+ Pls help me!
+ Thanks!
+
+ Bye
+
+ (oh,and your name in Hungarian(nem) means "no" :) )
+
+

+
+
+
21. NemPosted: Jun 16th, 2007 - 5:34:04 pm +
+
+
You can't modify any .gcf files with GCFScape (or any other tool I know of). The + second last question in the FAQ should provide you with the information you need (extract the skins from + the .gcf file and place them in the correct system folder).
+
+ I've noticed the word "nem" in other dialects, always wondered what it meant.
+
+ miam
+

+
+
+
22. chesterPosted: Jun 19th, 2007 - 12:11:50 + pm +
+
+
Hi,
+
+ I installed GCFscape and also installed the .NET crap from dotnetfx.exe, which I DLed from microsoft's + website. however, everytime i start GCFscape, I get an error message as follows:
+
+ "This application failed to start because the application configuration is incorrect. Reinstalling + the application might fix this problem"
+
+ Well I headed over to your GCFscape FAQ and it told me to install >NET framework, which I already + had. So I reinstalled it just to make sure and got the same error message. What am i doing wrong?
+
+ Thanks, Sam
+

+
+
+
23. NemPosted: Jun 19th, 2007 - 4:29:05 pm +
+
+
I released an updated version of GCFScape earlier today that fixed some problems with + the dependancies of the original 1.6.4 release. Can you redownload GCFScape and give it another try? +
+

+
+
+
24. KajanisPosted: Jun 30th, 2007 - 8:34:42 + pm +
+
+
Hi,Nem!
+
+ Where can I find more detailed information about .NCF file structure?where
+

+
+
+
25. NemPosted: Jul 1st, 2007 - 4:23:03 am +
+
+
It's basically the .gcf file format, but with the sections pertaining to internal + data storage removed. You can find the source code GCFScape uses for reading .ncf files as part of HLLib. Most fields are known, but there are still a few that are not (namely + those shared with the .gcf format).
+
+ free
+

+
+
+
26. TheGingerNinjaPosted: Jul 21st, 2007 - + 5:31:21 pm +
+
+
Hi Nem. Dont really get GCFScape and im not entirley sure if it can be used for the + use I want it to. Basically, I need a program of some sort (I got told by someone that GCFScape does the + job) that can decompile .BSP map files into .VMF Files, which can be seen and edited in hammer. If + GCFScape can be used to do this, can you please tell me how, and if not, could any body please tell me a + program which does do the things I need. Thank you very much in advance
+
+ Joshua exhausted
+

+
+
+
27. TheGingerNinjaPosted: Jul 21st, 2007 - + 5:50:46 pm +
+
+
Nevermind. I now have a program that succesfully does what I want. Thankies anyway + though :) yeahbaby
+

+
+
+
28. UnarmedPosted: Sep 23rd, 2007 - 6:16:46 + am +
+
+
Hello...
+
+ This application has failed to start because the application configuration is incorrect. Reinstalling + the application may fix this problem."
+
+ I get this error with the 2.0 framework installed. I've tried it on a WinXP 64bit verison and one + without. I just fetched the .net 3.0 framework for the x64 and that did didnt change anything... Anyone + know whats up?
+

+ +
+
+
31. SPARTAN117Posted: Nov 12th, 2007 - 2:48:08 + pm +
+
+
well, nem, im just confused, because how ca you mod a skin if it dosnt exist?
+

+
+
+
32. BluefangPosted: Nov 14th, 2007 - 10:48:22 + am +
+
+
Well, either the game didn't cache those files on the local file system when the game + was run OR on the other computer you extracted the contents of the GCF files. So if you have not done so + yes, extract the needed resources from your GCF files and mod away.
+
+ The stuff you looking for is probably going to be in the 'source materials.gcf' or 'source models.gcf'. + Though I admit that the file names and contents may have changed since I last poked around in the + SteamApps folder.
+

+
+
+
33. SPARTAN117Posted: Nov 14th, 2007 - 2:58:34 + pm +
+
+
ok, thanks
+ ill also try re-installing HL2 if the problem persists
+

+
+
+
34. SPARTAN117Posted: Nov 14th, 2007 - 3:07:36 + pm +
+
+
ok it worked, thanks alot!
+

+
+
+
35. MarssonModified: Nov 19th, 2007 - 4:06:50 + am +
+
+
Hiya nem!
+ I want to change the music in Half Life 2 with my own music, is that possible, like FAKEFACTORY did with + his cinematic mod.
+ If it is, do i have to swap some maps in one of the games gfc?, I've read in some other forums that + you'll have to rename and create new maps and put the music in the new maps, but honestly, I didn't + understand a shit about what they were talking about >.< So you're my last hope, sort of. . + .
+
+

+
+
+
36. timtimPosted: Mar 25th, 2008 - 7:52:56 + pm +
+
+
First of all i have to say GCFScape is a great tool!
+
+ However i have a problem i can't find a solution for.
+ I'd like to get the companion cube from portal and add it to a dystopia map (as an easter egg)(dystopia + is a source mod).
+
+ i extracted the model files from:
+ root/portal/models/props
+ and added them to:
+ \Steam\steamapps\SourceMods\dystopia_v1\models\props
+
+ I did the same with the textures from:
+ root/portal/materials/models/props
+ to:
+ \Steam\steamapps\SourceMods\dystopia_v1\materials\models\props
+
+ as soon as i restarted source SDK and hammer i could select the box but none of the textures.
+
+ did i do something wrong? Or does the model file look for the texture in a path set in the file itself? + if yes is there a way to find out or to change the dir?
+
+ plz help me!watermelon +
+

+
+
+
37. DefaultPosted: Apr 30th, 2008 - 7:07:29 + pm +
+
+
I just keep getting the same problems: Either it says that there was an "Error + loading file" and that there was a "system Error (0x00000002):
+ The System cannot find the file specified"
+
+ or it says that "MDL version 48 not supported"
+ or it's the same error as above but with "version 46 not supported".
+
+ Any help appreciated - great piece of software :)
+

+
+
+
38. NemPosted: May 8th, 2008 - 12:36:10 pm +
+
+
GCFScape doesn't load .mdl files...
+

+
+
+
39. Null-EntityPosted: Jun 29th, 2008 - 4:52:30 + am +
+
+
Hey I am getting the
+
+ When I launch GCFScape I get the following error message:
+ "This application has failed to start because the application configuration is incorrect. + Reinstalling the application may fix this problem."
+
+ Error the only problem it i DO have MS .Net 2.0 installed, yet I still get the error.
+
+ It worked just fine on windows 2000 but I recently installed Server 2003, would this create a problem ? +
+

+
+
+
40. NemPosted: Jul 9th, 2008 - 9:53:06 pm +
+
+
Try also installing this. +
+

+
+
+
41. Null-EntityPosted: Jul 11th, 2008 - 8:47:54 + pm +
+
+
Works a treat, Much appreciated dude :D
+

+
+
+
42. Hiero3Q8Posted: Dec 11th, 2008 - 4:01:10 + am +
+
+
Hi.. I need help here with this GCFScape.. now i could open the "winui.gcf" + and there are lists of folders inside : friends (87 items), install (0 items), reslists (1 items), + servers (42 items), steam (4 items), support (5 items) and a message below says C:\Program + Files\Steam\steamapps\winui.gcf loaded. then what should i do now?? pls answer thanks waaa
+

+
+
+
43. Hiero3Q8Posted: Dec 11th, 2008 - 4:09:37 + am +
+
+
ah nevermind, now i got new problem.. it says i could not connected due to problem + with internet connection or Steam network... visit www.steampowered.com.. what should i do?
+

+
+
+
44. NunxPosted: Dec 13th, 2008 - 7:13:22 + am +
+
+
I got the new version of gcfscape and every time i get a sound file from left 4 dead + gcfs. It says NCF files are indexes and do not contain any file data
+
+ HELP NEM!
+

+
+
+
45. NemPosted: Dec 13th, 2008 - 3:46:34 pm +
+
+
+
Hiero3Q8:
+
ah nevermind, now i got new problem.. it says i could not connected due to problem + with internet connection or Steam network... visit www.steampowered.com.. what should i do?
+
Visit http://www.steampowered.com + and ask them...

+
Nunx:
+

I got the new version of gcfscape and every time i get a sound file from left + 4 dead gcfs. It says NCF files are indexes and do not contain any file data

HELP NEM!
+
You don't need GCFScape to open the sound files, they are on your hard drive. (Look in + ...\Steam\steamapps\common\left 4 dead\left4dead\sound.)

What you do need GCFScape for + is to open ...\Steam\steamapps\common\left 4 dead\left4dead\pak01_dir.vpk which contains + materials and models. +
+

+ + + +
[ 1 + 2 + ]

+ +
+
+
+
GCFScape
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/GCFScape_FAQ-page2.html b/subpages/Comments/GCFScape_FAQ-page2.html new file mode 100644 index 0000000..7da1a8d --- /dev/null +++ b/subpages/Comments/GCFScape_FAQ-page2.html @@ -0,0 +1,987 @@ + + + + Nem's Tools [GCFScape - FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
GCFScape + FAQ - NemPosted: Jun 20th, 2004 - 11:37:59 am +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch GCFScape I get the following error message:
"This application has + failed to start because the application configuration is incorrect. Reinstalling the + application may fix this problem."

+
+
A.
+
+

GCFScape v1.4.0 and up is written in C++ .NET v2.0 and such as requires the .NET runtimes + to run. See the downloads + page for more information.

+
+
Q.
+
+

When I launch GCFScape I get the following error message:
"The application failed to + initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

GCFScape is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
Q.
+
+

When I launch GCFScape I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

GCFScape is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
Q.
+
+

Are GCF files compressed archives?

+
+
A.
+
+

No.

+
+
Q.
+
+

What are GCF files then?

+
+
A.
+
+

GCF (Assumed to stand for Game Cache File) files can best be compared to a virtual file + system not unlike FAT or other common file systems. The virtual file system supports meta + data, file fragments, checksums and other minor features. GCF files are the backbone of + Steam's content delivery system.

+
+
Q.
+
+

Why do I have to close Steam to open a GCF file?

+
+
A.
+
+

GCFScape uses a technique called file mapping to directly access data in a GCF file as you + would data in memory. This is a useful technique because it means GCFScape doesn't have to + read tons of data into memory to read a GCF file and it can read a GCF file without having + to seek all over the place.

+

Because Steam opens GCF files in read/write mode and is liable to change the contents of + any GCF file at any time, GCFScape requires that you close Steam. If Steam was open and it + changed the contents of a GCF file while it was mapped, GCFScape would become unstable and + likely crash.

+
+
Q.
+
+

When I open a package I get the following error message:
"Failed to open file." +

+
+
A.
+
+

GCFScape requires strict read rights to a package file to maintain stability. Make sure the + package file is not open in any other program including Steam. As a work around you can + enable Volatile Access from the Options menu. Note: this may cause + GCFScape to become unstable if Steam is updating the package you have open.

+
+
Q.
+
+

When I open a GCF file I get the following error message:
"Invalid GCF version number + (vX)."

+
+
A.
+
+

GCFScape does not know how to read the GCF file version you are attempting to open. This + could be because it is an old GCF file version that I haven't yet added support for (due to + the fact that I don't know what the format is) or a new GCF file version that a recent Steam + update produced. Either way let me know.

+
+
Q.
+
+

When I open a package I get the following error message:
"Corrupt file."

+
+
A.
+
+

GCFScape will display this error when it maps a package file to memory only to find there + is not enough data in the file for the resulting map. This may or may not mean your file is + corrupt but almost certainly means GCFScape would crash it continued to load your package + file.

+
+
Q.
+
+

When I open a package I get the following error message:
"Failed to map view of + file."

+
+
A.
+
+

GCFScape will display this error when the system call MapViewOfFile() fails. This can + happen on older operating systems with primitive virtual memory management. As a work around + you can disable File Mapping from the Options menu. Note: disabling + File Mapping will incur a memory and performance penalty.

+
+
Q.
+
+

When I press the Extract button, a Browse for Folder dialog appears but there + is no directory tree to allow me to select a folder.

+
+
A.
+
+

There is an unfortunate bug with the .NET framework that causes this dialog to operate + incorrectly. This is a pretty rare occurrence, but there is a workaround:

+
    +
  1. Close GCFScape.
  2. +
  3. Open the gcfscape.cfg file, located in your GCFScape directory, in notepad.
  4. +
  5. Set the GCFScape.ExtractDirectory argument to a folder on your hard drive such as + C:\.
  6. +
  7. Open GCFScape and extract your file.
  8. +
+
+
Q.
+
+

When I extract a file I get the following error message:
"Error writing [filename] + (File contains no physical data to write)."

+
+
A.
+
+

This error occurs when you attempt to extract a file that has no physical data associated + with it. This is a file that exists in the directory tree but which Steam has not yet + downloaded. Use Steam to make sure the file is fully acquired.

+
+
Q.
+
+

How do I create a GCF file?

+
+
A.
+
+

As of yet, not enough is known about the GCF file format to programmatically create one. + There are still plenty of unknown fields that need an understanding before a GCF file can be + created. That said there is also no guarantee that creating a GCF file is all that is needed + for Steam to recognize and make use of it. Some other registration might be required and may + not be possible without hacking Steam. For these reasons I have no plans to add the ability + to create a GCF file.

+
+
Q.
+
+

How do I modify a GCF file?

+
+
A.
+
+

The purpose of the GCF file is to make it easy for Steam to update Valve's software. When a + new version of a program (say CS) is released, all Steam has to do is look in the CS GCF + file and compare versions (hashes) of each file to determine if each file needs to be added, + updated or removed. Because of this, if you were to modify a file, Steam would interpret + this as meaning that the file is out of date and redownload the correct version of the file. +

+

Steam does, however, provide an interface to add or overwrite a file. To add or overwrite a + file simply place it in the corresponding directory in the Steam\SteamApps\[EMail]\[GCF + File] directory on your hard drive. You might have to create the appropriate subdirectories. +

+
+
Q.
+
+

Will GCFScape be able to create or modify GCF files in the future?

+
+
A.
+
+

Not likely.

+
+
+ +

Ask a question...

+
+
+
Modified: Jan 17th, 2006 - 10:33:36 pm[ 85879 Views ] +
+
+

+
[ + 1 + 2 + ]

+ + + +
+
+
61. NemPosted: Jun 13th, 2010 - 12:28:29 pm +
+
+
No, just the ...\Steam\steamapps\common\left 4 dead 2\left4dead2\pak01_dir.vpk file. +
+

+
+
+
62. riksmofugl84Posted: Jul 27th, 2010 - 7:08:13 + am +
+
+
Hmm, i have a problem with GCFScape .. i wanted to change the files in half-life 2 + from the old sounds folder to a more fun vocal soundpack , but i found out that GCFScape only extracts + sounds, not inserting them .. what cind of program can i use or how do i go forward to do so in + GCFScape?
+

+
+
+
63. DomIIIPosted: Jul 27th, 2010 - 1:32:52 + pm +
+
+
just put them in the appropriate directory, it is not necessary to put them in the + gcf files. example:
+ C:\Program Files\Steam\Steamapps\<username>\half life 2\hl2\sound
+

+
+
+
64. adomskyPosted: Nov 6th, 2011 - 8:55:47 + pm +
+
+
I have a question about editing a l4d2 file. I want to edit the clientscheme.res file + to remove the player names. However, there is no l4d2 directory in my steamapps\<username> + directory, it's in my steamapps\common directory. Should I put it in the appropriate folder in there, or + create a steamapps\<username>\left 4 dead 2\etc. folder?
+

+
+
+
65. Sephiroth582Posted: Jan 15th, 2012 - 11:37:11 + am +
+
+
I've been trying to do some weapons script editing for Half Life 2, but when I open + the source engine.gcf file to extract the scripts, ALL of the weapons scripts are grayed out. I tried + searching through other GCFs, validating my files, reinstalling HL2, and closing Steam but I still can't + get the files to extract. I keep getting the pesky "Have the files been completely acquired?" + message. Help please??
+

+
+
+
66. DomIIIPosted: Jan 15th, 2012 - 3:52:36 + pm +
+
+
adomsky, put it into the common\Left 4 Dead 2 + folder.
Sephiroth582, look in source 2007 binaries 2.gcf
+

+
+
+
67. mc peepantsModified: Feb 12th, 2012 - 8:32:03 + pm +
+
+
How can I extract a custom CSS map using GCFScape? I've looked through the gcf files + and all I can find are the official Valve maps.
+

+
+
+
68. zmanPosted: Jul 16th, 2012 - 10:11:01 + pm +
+
+
I am trying to find the sound files for half life 2.
+
+ I dont know where to find them
+
+ i looked in the platform folder and got this error
+
+
+ Error writing C:\Users\gamer\AppData\Local\Temp\PlatformMenu.vdf (Error: Unexpected end of GCF stream (0 + B of 218 B). Has the GCF file been completely acquired?)
+ Error writing C:\Users\gamer\AppData\Local\Temp\PlatformMenu.vdf (Error: Unexpected end of GCF stream (0 + B of 218 B). Has the GCF file been completely acquired?)
+
+ What do i do?
+

+
+
+
69. DomIIIPosted: Jul 17th, 2012 - 1:12:42 + pm +
+
+
You need to open the right GCF file. Try opening SteamApps\source sounds.gcf
+

+
+
+
70. zmanModified: Sep 30th, 2012 - 3:17:39 + pm +
+
+
I don't have a steamapps\sourcesounds folder
+
+ I'm trying to get the files as an mp3.
+
+ Is there somewhere I can just download the voiceovers?
+

+
+
+
71. BanegueModified: Mar 9th, 2013 - 5:21:28 + pm +
+
+
Hi , i have a problem with GCFScape , i need to extract a weapon physcannon for + garry'smod but there is error
+
+
+ Error writing C:\Users\Utilisateur\AppData\Local\Temp\V_physcannon\v_physcannon_mask.vtf (Error: + Unexpected end of GCF stream (0 B of 174968 B). Has the GCF file been completely acquired?)
+ Error writing C:\Users\Utilisateur\AppData\Local\Temp\V_physcannon\v_physcannon_sheet.vmt (Error: + Unexpected end of GCF stream (0 B of 268 B). Has the GCF file been completely acquired?)
+ Error writing C:\Users\Utilisateur\AppData\Local\Temp\V_physcannon\v_physcannon_sheet.vtf (Error: + Unexpected end of GCF stream (0 B of 349744 B). Has the GCF file been completely acquired?)
+ Error writing C:\Users\Utilisateur\AppData\Local\Temp\V_physcannon\v_superphyscannon_sheet.vmt (Error: + Unexpected end of GCF stream (0 B of 273 B). Has the GCF file been completely acquired?)
+ Error writing C:\Users\Utilisateur\AppData\Local\Temp\V_physcannon\v_superphyscannon_sheet.vtf (Error: + Unexpected end of GCF stream (0 B of 349744 B). Has the GCF file been completely acquired?)
+
+ I have use a tutorial , look , http://www.youtube.com/watch?v=gE4JXFQSiIA
+
+ Please help me ...
+

+
+
+
72. NemPosted: Mar 9th, 2013 - 6:22:48 pm +
+
+
Try source 2007 shared materials.gcf.
+

+
+
+
73. BaneguePosted: Mar 11th, 2013 - 10:34:19 + am +
+
+
look this : http://img803.imageshack.us/img803/4924/img1dx.png
+

+
+
+
74. BaneguePosted: Mar 11th, 2013 - 10:34:34 + am +
+
+
+

+
+
+
75. NemPosted: Mar 13th, 2013 - 4:56:41 am +
+
+
I don't know why you're showing me that...
+

+ +
+
+
76. Hellsing4682Modified: Jun 7th, 2013 - + 9:08:46 am +
+
+
Whenever I try to extract a large file (say a materials or models folder) the + GCFScape freezes and I either have to wait for it to unfreeze (extracts nothing) or forcefully close it. + Any solutions?
+
+ Edit: Page king.
+ Edit 2: Nevermind, extracting by dragging and dropping makes it freeze, but right clicking and + extracting does the trick.
+

+
+
+
77. SavantPosted: Dec 18th, 2013 - 12:02:26 + am +
+
+
HOW DO I OPENED GCFSCAPE?shrug
+

+
+
+
78. TerakuModified: Jan 2nd, 2014 - 5:51:58 + pm +
+
+
I can't open any L4D2 VPK's. All I see is a folder called "root", which I + can't expand or extract. Steam and L4D2 are not running. Some help would be greatly appreciated.
+
+ EDIT: Never mind, I was opening the wrong file. You need to open the dir VPK.
+

+
+
+
79. 222222Modified: Jun 26th, 2014 - 6:05:07 + pm +
+
+
I want to open a .VPK file but I only see folders with weird symbols and when I click + on them there is nothing. I will also get an error that reads: Illegal character in path. How do i fix + this / is this problem known?
+

+
+
+
80. RBunnyPosted: Jul 6th, 2014 - 3:31:18 + am +
+
+
To 222222
+ I was having the same issue. Install the latest version of GCFscape and .NET and it should do the trick. +
+

+
+
+
81. spad0urPosted: May 18th, 2016 - 9:14:36 + pm +
+
+
I have the same problem as dark_2004
+
+ When i try open valve pack file (dota2) then i receive error :
+
+ An unhandled exception has occurred in your application. If you click Continue, the application will + ignore this error and attempt to continue. If you click Quit, the application will be shut down + immediatly.
+
+ Any solution?
+

+
+
+
82. Last comradePosted: Dec 5th, 2016 - 12:26:47 + pm +
+
+
When I extract a .vtf file from vpk I get the following error message:Error writing + [filename] (Error: Invalid open mode (0x04858270).)
+

+
+
+
83. dekkerPosted: Jul 1st, 2017 - 2:52:28 + pm +
+
+
Hi there,
+
+ I have searched the FAQ, the entire forum for a solution for this. And it seems everyone else with this + problem, to this day is yet to get a solution.
+
+ I have downloaded the latest .NET framework
+ I am on windows 7x64
+
+ I can open the program fine, but when I try to open a .vpk file, it comes up->
+
+ "Unhandled exception has occurred in your application"
+ "Illegal characters in path"
+
+ Please if anyone has a solution to this yet, help me out.
+
+ Would really appreciate it.
+
+ Cheers
+
+
+
+
+
+ See the end of this message for details on invoking
+ just-in-time (JIT) debugging instead of this dialog box.
+
+ ************** Exception Text **************
+ System.ArgumentException: Illegal characters in path.
+ at System.IO.Path.CheckInvalidPathChars(String path, Boolean checkAdditional)
+ at System.IO.Path.Combine(String path1, String path2)
+ at GCFScape.CDirectoryItemInfoManager.GetItemTypeInfo(CDirectoryItem* pDirectoryItem)
+ at GCFScape.CPackageTreeNode..ctor(CPackage* pPackage, CDirectoryItem* pDirectoryItem, + CDirectoryItemInfoManager pDirectoryItemInfoManager, CPackageInfo pPackageInfo, Boolean bBuild)
+ at GCFScape.CPackageTreeNode.BuildNode()
+ at GCFScape.CGCFScape.trePackage_AfterExpand(Object sender, TreeViewEventArgs e)
+ at System.Windows.Forms.TreeView.OnAfterExpand(TreeViewEventArgs e)
+ at System.Windows.Forms.TreeView.TvnExpanded(NMTREEVIEW* nmtv)
+ at System.Windows.Forms.TreeView.WmNotify(Message& m)
+ at System.Windows.Forms.TreeView.WndProc(Message& m)
+ at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr + lparam)
+
+
+ ************** Loaded Assemblies **************
+ mscorlib
+ Assembly Version: 4.0.0.0
+ Win32 Version: 4.7.2053.0 built by: NET47REL1
+ CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
+ ----------------------------------------
+ GCFScape
+ Assembly Version: 1.8.6.0
+ Win32 Version: 1.8.6
+ CodeBase: file:///C:/Program%20Files/Nem's%20Tools/GCFScape/GCFScape.exe
+ ----------------------------------------
+ System.Windows.Forms
+ Assembly Version: 4.0.0.0
+ Win32 Version: 4.7.2053.0 built by: NET47REL1
+ CodeBase: + file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
+ ----------------------------------------
+ System
+ Assembly Version: 4.0.0.0
+ Win32 Version: 4.7.2053.0 built by: NET47REL1
+ CodeBase: + file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
+ ----------------------------------------
+ System.Drawing
+ Assembly Version: 4.0.0.0
+ Win32 Version: 4.7.2053.0 built by: NET47REL1
+ CodeBase: + file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
+ ----------------------------------------
+ System.Configuration
+ Assembly Version: 4.0.0.0
+ Win32 Version: 4.7.2053.0 built by: NET47REL1
+ CodeBase: + file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
+ ----------------------------------------
+ System.Xml
+ Assembly Version: 4.0.0.0
+ Win32 Version: 4.7.2053.0 built by: NET47REL1
+ CodeBase: + file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
+ ----------------------------------------
+ Accessibility
+ Assembly Version: 4.0.0.0
+ Win32 Version: 4.7.2053.0 built by: NET47REL1
+ CodeBase: + file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
+ ----------------------------------------
+
+ ************** JIT Debugging **************
+ To enable just-in-time (JIT) debugging, the .config file for this
+ application or computer (machine.config) must have the
+ jitDebugging value set in the system.windows.forms section.
+ The application must also be compiled with debugging
+ enabled.
+
+ For example:
+
+ <configuration>
+ <system.windows.forms jitDebugging="true" />
+ </configuration>
+
+ When JIT debugging is enabled, any unhandled exception
+ will be sent to the JIT debugger registered on the computer
+ rather than be handled by this dialog box.
+
+
+
+

+ +
[ + 1 + 2 + ]

+ +
+
+
+
GCFScape
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Terrain_Generator_FAQ-page1.html b/subpages/Comments/Terrain_Generator_FAQ-page1.html new file mode 100644 index 0000000..7fe5480 --- /dev/null +++ b/subpages/Comments/Terrain_Generator_FAQ-page1.html @@ -0,0 +1,1310 @@ + + + + Nem's Tools [Terrain Generator - FAQ - Terrain Generator FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Terrain + Generator FAQ - NemPosted: May 26th, 2003 - 11:34:58 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Terrain Generator I get the following error message:
"The application + failed to initialize properly (0xc0000135). Click ok to terminate the application." +

+
+
A.
+
+

Terrain Generator is written in C# .NET and such as requires the .NET runtimes to run. See + the downloads + page for more information.

+
 
+
Q.
+
+

When I launch Terrain Generator I get the following error message:
"A required .DLL + file, MSCOREE.DLL, was not found."

+
+
A.
+
+

Terrain Generator is written in C++ .NET and such as requires the .NET runtimes to run. See + the downloads + page for more information.

+
 
+
Q.
+
+

Can I use Terrain Generator in a commercial project?

+
+
A.
+
+

Terrain Generator is freeware and any content created by it is the sole property of the + creator. As such any content created by TG may be distributed for both commercial and + non-commercial purposes at the creators will. The only restriction as stated (I hope) in + TG's readme is that the software itself my not be redistributed commercially or used to + promote the distribution of a commercial product. (i.e. You can package it on a CD and then + sell that CD.)

+
 
+
Q.
+
+

How do I load textures into TG?

+
+
A.
+
+

+ + From the Tools menu select Options and navigate to the Packages tab. + The Add Package button can be used to load Half-Life WAD3 texture packages and the + Add Folder can be used to load .bmp, .jpg, .tga and .wal textures from a folder on + your hard drive. You must first start a terrain before you can access the tools menu.

+
 
+
Q.
+
+

How can I move the camera in the 3D view?

+
+
A.
+
+

To rotate the camera press and hold your right mouse button in the 3D view and move it + around. To position the camera use your arrow or WASD keys.

+
+
+ +

Ask a question...

+
+
+
Modified: Oct 12th, 2003 - 4:32:02 pm[ 71449 Views ] +
+
+

+
[ 1 + 2 + ]

+ +
+
+
1. gyrichjamesModified: Jun 8th, 2003 - 6:00:48 + pm +
+
+

+ free
+
+ hi, wanted to know u guys policy on users making commercial use of Terrain Generator, i.e. making a game + with it to sell to the public? thanx a lot
+
+

+
+
+
2. NemModified: Aug 6th, 2006 - 6:33:44 pm +
+
+
The program is freeware and any content created by it is the sole property of the + creator. As such any content created by TG may be distributed for both commercial and non-commercial + purposes at the creators will. The only restriction as stated (I hope) in TG's readme is that the + software itself my not be redistributed commercially or used to promote the distribution of a commercial + product. (i.e. You can package it on a CD and then sell that CD.)
+
+ Of course, I am always happy to hear about products created by TG (commercial or otherwise) and if + you've created something you wish to share with TG's user base, drop me a line.
+
+ chillin
+
+

+
+
+
3. Dragoon_Posted: Jun 9th, 2003 - 4:51:44 + am +
+
+

+ ok... i've read the readme file and this error pops up: "Runtime Error '429' ActiveX Component + can't create Object." i have directX 9.0 so thats not the problem. my screen is at 16 bit. what + should I do ?
+
+

+
+
+
4. NemModified: Aug 6th, 2006 - 6:34:24 pm +
+
+
This error typically means that TG is trying to use something that your video card's + drivers do not support (even though you have a sufficient version of DirectX). So try upgrading your + video card's drivers.
+
+

+
+
+
5. jackPosted: Jul 9th, 2003 - 12:27:43 pm +
+
+

+ i cant seem to add wads to the tg
+
+

+
+
+
6. NemPosted: Jul 9th, 2003 - 3:04:10 pm +
+
+

+ As in it crashes or you just can't figure out how?
+
+

+
+
+
7. jackPosted: Jul 10th, 2003 - 11:36:14 + am +
+
+

+ as in i cant figure out how
+
+ i added a wad to the wads folder but still nothign
+
+
+ also, when i try to save it (untextured) it gives me and error and i cant open the rmf,.map, or .tgm...i + used the proportions u used in your cliffs tut
+
+

+
+
+
8. sweet_aliModified: Jul 29th, 2003 - 5:30:31 + pm +
+
+

+ Can Any one solve my problem?
+
+ TG can be used in xp by administer but not by power users.
+
+ how can i use it by power user.
+
+ Thanks
+
+
+ reply me at :::::
+
+ alishaheen_babu@hotmail.com
+
+

+
+
+
9. NemPosted: Jul 29th, 2003 - 6:00:07 pm +
+
+

+ I think it might be a problem with your security settings, Go to your Control Panel, then Administrative + Tools, then Microsoft .NET Framework 1.1 Configuration to change them.
+
+

+
+
+
10. sweet_aliPosted: Jul 31st, 2003 - 3:36:55 + am +
+
+

+ Terrain Generator creates " map" files.
+ In which softwares it can be imported.
+
+

+
+
+
11. sweet_aliPosted: Jul 31st, 2003 - 3:41:34 + am +
+
+

+ Now, I've downloaded terrian generator 3.0 beta when i run it .the messeage is displayed.
+
+
+
+ "the application failed to initialize properly (0xc0000135).click ok to terminate."
+
+

+
+
+
12. NemPosted: Jul 31st, 2003 - 11:05:28 pm +
+
+

+ You have the .NET framework installed right?
+
+

+
+
+
13. GeezusPosted: Aug 3rd, 2003 - 1:04:18 + am +
+
+

+ FYI: Tabbing from Iterations takes you to MAX Radius, then MAX Height in Circle Algorithms options, + thought you might wanna know.
+
+

+
+
+
14. NemPosted: Aug 3rd, 2003 - 9:57:57 pm +
+
+

+ Thnx for pointing that out...
+
+ happy
+
+

+
+
+
15. hugo786Posted: Aug 8th, 2003 - 12:00:50 + am +
+
+

+ Like Jack, i cant add textures. Maybe i'm just stupid... Here's what happens:
+ on the left, there are no selections under wad file, texture, or recent textures.
+ I copied some wad files to the config/wads folder and still nothing.
+ What do i do?
+
+

+ +
+
+
16. NemPosted: Aug 8th, 2003 - 10:33:23 am +
+
+

+ Are these Half-Life .wad files?
+
+ What happens when you try to load a folder with textures in it?
+
+

+
+
+
17. hugo786Posted: Aug 8th, 2003 - 8:48:10 + pm +
+
+

+ yes, they are hl wad files. The more i played around with it, i realized that i can load almost all the + textures i have, but halflife.wad locks up tg and windows says tg isnt responding. So i guess im fine + since i can get most textures, but if you know why i cant load halflife.wad that would help.
+
+ When i load a whole folder (say the valve folder), it doesnt load the wad files, it only loads bitmap + files (like all the files in gfx/shell).
+
+ And lastly, i was wondering if there is a limit as to how many wad files i should have loaded at + once?
+
+ Thx for all your help
+
+

+
+
+
18. NemPosted: Aug 9th, 2003 - 12:34:42 pm +
+
+

+ TG wasn't really designed to handle the halflife.wad (as it’s a massive 36 megs of tex data). It can + load it; it just takes a fair bit of time. The maximum number of WAD files TG can handle is 255.
+
+ Loading a folder doesn’t load texture packages, it loads images (.bmp, .jpg, .tga and .wal are currently + supported).
+
+ You can speed up loading of large .wad files be extracting their textures to a folder. (wad2bmp can + handle this quite well).
+
+ lazy
+
+

+
+
+
19. RoBiLPosted: Aug 9th, 2003 - 3:57:54 pm +
+
+

+ Hey everyone... whenever I try to run Terrian Generator (from desktop short cut or the .exe) an + application error window pops up saying "The application failed to intilize properly (0xc0000135). + Click ok to terminate the application." I've tried reinstalling it in different places but it still + doesn't work. I don't get it... Valve Hammer editor works fine on my box but I wish I could use this + awsome prog. Hope you can help me ~RoBiL shrug
+
+

+
+
+
20. NemPosted: Aug 9th, 2003 - 4:53:00 pm +
+
+

+ Updated the FAQ with the answer.
+
+

+
+
+
21. AnotherHellPosted: Sep 14th, 2003 - 10:12:29 + pm +
+
+

+ you say halflife wads arenet really designed for tg, what are good wad formats to use?
+
+ im using wally's wad editor for my wads, not sure if your familiar with it, but it allows me to create + diffent types. Im fairly new to this wad business so that bit of code you have about tg wads somwhere on + this site, i dont undersand where to use it hehe.
+
+ love your editor btw, just what i was looking for, ty for taking the time to make it :D
+
+

+
+
+
22. NemPosted: Sep 15th, 2003 - 9:47:13 am +
+
+

+ TG was designed to handle WAD3 texture packages (Half-Life’s format) it just doesn’t handle large .wad + files very efficiently (.wads with more than one or two hundred textures).
+
+ The code for the .wdl (WAD Directory Listing) files is optional and is designed simply to create a + directory structure from which you can sort the contents of the .wad file in TG’s texture browser. + Because it takes a long time to load and draw a few hundred textures (should a .wad file contain that + many) the .wdl can be used to speed that up as it only needs to load and draw a portion of the textures + at any one time.
+
+ If your not a HL developer it may just be easier to leave your textures in a folder on your hard drive + and like to them in TG like that.
+
+

+
+
+
23. CyKo ToloPosted: Oct 6th, 2003 - 4:41:21 + am +
+
+

+ My Tools/Textures option is greyed out, i must be blind of something, cuz i know its a small thing fix, + but how do i do it.
+
+

+
+
+
24. CyKo ToloPosted: Oct 6th, 2003 - 4:04:01 + pm +
+
+

+ Let me develop that, i cant load wads, nor select any
+
+

+
+
+
25. NemPosted: Oct 6th, 2003 - 9:32:28 pm +
+
+

+ You need to first start a level before you can access the Tools->Options menu and load a .wad + file.
+
+

+
+
+
26. Dark_shadowPosted: Oct 12th, 2003 - 7:24:19 + am +
+
+

+ Hi
+ I cant figure out how to get the wads loaded in Terrain generator. I try'd everything but just cant get + the texures into the editor and my terrain just stays white. I cant select anything from the texure at + tools either
+
+

+
+
+
27. NemPosted: Oct 12th, 2003 - 11:00:32 am +
+
+

+ Can you describe to me in detail what you are doing? It’s kind of hard for me to guess what’s wrong + through a general ‘it doesn’t work’ statement.
+
+ Also, what type of WAD is it? TG only supports Half-Life WAD3 texture packages.
+
+

+
+
+
28. Dark_shadowPosted: Oct 12th, 2003 - 1:05:29 + pm +
+
+

+ Well ok. Dont know how to describe it real good but i just try'd to go to the tools/texures options but + there i cant select anything of those options. When i click on browse (to search for the texures in an + wad) there dont appear any texures in the window. Do i need to load them in the program somehow? I use + the normal hl wads from the game. Where can i get the wad3 texure packages then? Or do i need to make + them myself?
+
+

+
+
+
29. NemPosted: Oct 12th, 2003 - 4:33:57 pm +
+
+

+ All Half-Life WADs are really WAD3 files. I've updated the FAQ with the answer.
+
+ miam
+
+

+
+
+
30. JPPosted: Oct 31st, 2003 - 9:20:42 am +
+
+

+ when i try to open a new terrain in TG
+ (version 3 BETA) it says
+ object reference not set to an instance
+
+ if i click detail i get this:
+
+ ************** Exception Text **************
+ System.NullReferenceException: Object reference not set to an instance of an object.
+ at TG.Engine.GL.glDrawElements(UInt32 mode, Int32 count, UInt32 type, Void* indices)
+ at TG.Engine.clsEngine.RenderTerrain()
+ at TG.Engine.clsEngine.EnterRenderLoop()
+ at TG.Forms.frmTerraGen.NewFile()
+ at TG.Forms.frmTerraGen.cmdNew_Click(Object sender, EventArgs e)
+ at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
+ at System.Windows.Forms.MenuItemData.Execute()
+ at System.Windows.Forms.Command.Invoke()
+ at System.Windows.Forms.Control.WmCommand(Message& m)
+ at System.Windows.Forms.Control.WndProc(Message& m)
+ at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
+ at System.Windows.Forms.ContainerControl.WndProc(Message& m)
+ at System.Windows.Forms.Form.WndProc(Message& m)
+ at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
+ at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
+ at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr + lparam)
+
+
+ ************** Loaded Assemblies **************
+ mscorlib
+ Assembly Version: 1.0.5000.0
+ Win32 Version: 1.1.4322.573
+ CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
+ ----------------------------------------
+ TerrainGenerator
+ Assembly Version: 3.0.0.0
+ Win32 Version: 3.0.0.0
+ CodeBase: file:///C:/Jasper/Tgen/TerrainGenerator.exe
+ ----------------------------------------
+ System.Windows.Forms
+ Assembly Version: 1.0.5000.0
+ Win32 Version: 1.1.4322.573
+ CodeBase: + file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
+ ----------------------------------------
+ System
+ Assembly Version: 1.0.5000.0
+ Win32 Version: 1.1.4322.573
+ CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
+ ----------------------------------------
+ System.Drawing
+ Assembly Version: 1.0.5000.0
+ Win32 Version: 1.1.4322.573
+ CodeBase: + file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
+ ----------------------------------------
+ nativegl
+ Assembly Version: 1.0.1269.28812
+ Win32 Version:
+ CodeBase: file:///C:/Jasper/Tgen/nativegl.dll
+ ----------------------------------------
+
+ i hope you can help me (all the older versions work fine but they work different i can't do the + turtotials with it i guess)
+
+
+

+ +
+
+
31. NemPosted: Nov 1st, 2003 - 6:54:05 pm +
+
+

+ Hi, thanks for the report, will look into it.
+
+ Can you tell me three things?
+ 1) Which build are you using?
+ 2) What graphics card do you have?
+ 3) What options are you using in the new form?
+
+

+
+
+
32. JPPosted: Nov 4th, 2003 - 12:42:15 pm +
+
+

+ i don't know much about computers but i use TG 3.00 BETA
+ i don't know how to find my graphics card
+ the same as in the turtorial:
+ 48
+ 48
+ 160
+
+
+

+
+
+
33. JPPosted: Nov 4th, 2003 - 12:43:13 pm +
+
+

+ i forgot i use winxp professional edition
+
+

+
+
+
34. PsychoPosted: Nov 30th, 2003 - 7:01:21 + pm +
+
+

+ Hey
+ Im doing the cliff II tutorial, the one about texturing, and it told me to select "textures" + and then "Set Texture Layers" out of the "Tools" menu. For some reason, however, + when i do this, "Set Texture Layers" is grayed out. What am i doing wrong?
+
+ Thanks,
+ Psycho
+
+

+
+
+
35. PsychoPosted: Nov 30th, 2003 - 7:10:05 + pm +
+
+

+ PS: This may be a little off subject, Nem, but are you from Vancouver Washington or Vancouver British + Columbia?
+
+ Just Curious
+
+

+
+
+
36. NemPosted: Nov 30th, 2003 - 9:14:49 pm +
+
+

+ You need to first have some textures loaded. You can do this from the 'Tools' menu in the 'Options' form + under the 'Packages' tab.
+
+ I'm from Vancouver B.C.
+
+ yeahbaby
+
+ ~Nem
+
+

+
+
+
37. PsychoPosted: Dec 1st, 2003 - 11:15:25 + pm +
+
+

+ Cool, thanks Nem. Can you recommend any good Wads that I should use with the Terrain Generator? I would + appreciate it.
+
+

+
+
+
38. NemPosted: Dec 3rd, 2003 - 12:49:01 pm +
+
+

Its hard to find good outdoor textures, but as I remember some of the Day of + Defeat wads had pretty good ones. If all else fails there is always the wadfather.
+
+

+
+
+
39. pepparoniPosted: Apr 13th, 2004 - 10:18:12 + am +
+
+

when I launch the program I get an fatal error:

CLR error + 80004005
the program will now terminate.....

+
+ I've installed the .net runtimes.
+
+
+

+
+
+
40. NemPosted: Apr 13th, 2004 - 11:44:39 am +
+
+

+ CLR (Common Language Runtime) is the .NET runtime and error 80004005 is the COM (Component Object Model) + HRESULT for E_FAIL which is an unspecified error.
+
+ I'm guessing you don't ever see a form and if that is the case it probably is a problem with your .NET + setup seeing as TG doesn't use any COM objects directly.
+
+

+
+
+
41. pepparoniPosted: Apr 13th, 2004 - 1:28:11 + pm +
+
+

+ I've downloaded the Swedish version of the .net runtime, Is that a problem?
+ Maybe i should reinstall it...
+
+ exhausted
+
+

+
+
+
42. NemPosted: Apr 13th, 2004 - 10:56:26 pm +
+
+

+ I doubt it is because you have the Swedish version of the runtime and I'm not sure if reinstalling would + help. It could be a simple registry thing or it could be a more complicated conflict.
+
+ shrug
+
+

+
+
+
43. pepparoniPosted: Apr 14th, 2004 - 3:36:30 + pm +
+
+

+ I've downloaded the english version and i got the same error again. Is it something wrong with the + computer? I have Windows XPHome.
+
+
+

+
+
+
44. zooyorkbmxerPosted: Apr 19th, 2004 - 6:19:16 + pm +
+
+

+ ok.. a little dos window just shows up when i try to run it..
+ then it closes and nothing happens
+ and i have.net framework...
+
+

+
+
+
45. NemPosted: Apr 21st, 2004 - 2:19:41 pm +
+
+

+ Never heard of anyone with that type of problem before. It does sound like a problem with your .NET + installation though.
+
+

+ +
+
+
46. PheonixModified: May 1st, 2004 - 12:50:32 + pm +
+
+

+ Could you make a tutorial on how to make moving objects like a car,a heli,a boat,or something like + that?skate
+
+

+
+
+
47. NemPosted: May 2nd, 2004 - 10:05:24 am +
+
+

+ Um, no. That has nothing to do with TG and I'm sure there are all kinds of tutorials already out there + that will show you how.
+
+

+
+
+
48. link1991Modified: May 8th, 2004 - 6:55:11 + pm +
+
+

+ I dont know how to use the terrain I have created in TG in Valve Hammer Editor. It seems when I save the + files that they can only be saved as .tgm. I also dont know if I have to use the Batch Compiler to + compile the file, I tried but it comes up with many errors (I used Zoners and Mapsters from the + specifications menu). In short: I wanna know how to use TG terrain I created, into Valve Hammer Editor. + exhausted
+
+

+
+
+
49. link1991Posted: May 10th, 2004 - 3:15:31 + pm +
+
+

+ I figured it out lol
+
+

+
+
+
50. link1991Posted: May 10th, 2004 - 3:19:34 + pm +
+
+

+ but now that I have it in hammer I put in a light a player start and run the map useing hammer and + zoners tools example: hlvis. Then the following happens when it compiles:
+
+
+ ** Executing...
+ ** Command: Change Directory
+ ** Parameters: C:\Valve\Steam\SteamApps\ubica_696\condition zero
+
+
+ ** Executing...
+ ** Command: Copy File
+ ** Parameters: "C:\Program Files\Valve Hammer Editor\maps\map1.map" + "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1.map"
+
+
+ ** Executing...
+ ** Command: C:\PROGRA~1\VALVEH~1\TOOLS\HLCSG.EXE
+ ** Parameters: "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"
+
+ * Could not execute the command:
+ C:\PROGRA~1\VALVEH~1\TOOLS\HLCSG.EXE "C:\Valve\Steam\SteamApps\ubica_696\condition + zero\czero\maps\map1"
+ * Windows gave the error message:
+ "The operation completed successfully."
+
+ ** Executing...
+ ** Command: C:\PROGRA~1\VALVEH~1\TOOLS\HLBSP.EXE
+ ** Parameters: "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"
+
+ hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
+ Zoner's Half-Life Compilation Tools -- Custom Build
+ Based on code modifications by Sean 'Zoner' Cavanaugh
+ Based on Valve's version, modified with permission.
+ Submit detailed bug reports to (merlinis@bigpond.net.au)
+ ----- BEGIN hlbsp -----
+ Command line: C:\PROGRA~1\VALVEH~1\TOOLS\HLBSP.EXE "C:\Valve\Steam\SteamApps\ubica_696\condition + zero\czero\maps\map1"
+ >> There was a problem compiling the map.
+ >> Check the file C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1.log for the + cause.
+
+ ----- END hlbsp -----
+
+
+
+
+ ** Executing...
+ ** Command: C:\PROGRA~1\VALVEH~1\TOOLS\HLVIS.EXE
+ ** Parameters: "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"
+
+ hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
+ Zoner's Half-Life Compilation Tools -- Custom Build
+ Based on code modifications by Sean 'Zoner' Cavanaugh
+ Based on Valve's version, modified with permission.
+ Submit detailed bug reports to (merlinis@bigpond.net.au)
+ ----- BEGIN hlvis -----
+ Command line: C:\PROGRA~1\VALVEH~1\TOOLS\HLVIS.EXE "C:\Valve\Steam\SteamApps\ubica_696\condition + zero\czero\maps\map1"
+ >> There was a problem compiling the map.
+ >> Check the file C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1.log for the + cause.
+
+ ----- END hlvis -----
+
+
+
+
+ ** Executing...
+ ** Command: C:\PROGRA~1\VALVEH~1\TOOLS\HLRAD.EXE
+ ** Parameters: -extra "C:\Valve\Steam\SteamApps\ubica_696\condition + zero\czero\maps\map1"
+
+ * Could not execute the command:
+ C:\PROGRA~1\VALVEH~1\TOOLS\HLRAD.EXE -extra "C:\Valve\Steam\SteamApps\ubica_696\condition + zero\czero\maps\map1"
+ * Windows gave the error message:
+ "The operation completed successfully."
+
+
+
+
+
+
+ After that there is no bsp file.
+
+
+
+
+ Help,
+ Link theforce
+
+

+
+
+
51. NemPosted: May 12th, 2004 - 9:25:34 pm +
+
+

+ Not the right place to ask those type of questions.
+
+

+
+
+
52. darkwolfModified: Aug 2nd, 2004 - 7:47:31 + am +
+
+

whenever i open up TG i get this error message:

unable to load + (nativegl.dll)
+
+ wht should i do?
+
+

+
+
+
53. NemPosted: Aug 2nd, 2004 - 11:39:53 am +
+
+

+ Do you have the nativegl.dll in the same directory as TG's executable?
+
+

+
+
+
54. darkwolfPosted: Aug 3rd, 2004 - 5:02:25 + am +
+
+

+ wheres the TG's executable?(sry im a noob at this stuff)
+
+

+
+
+
55. TimmyPosted: Aug 3rd, 2004 - 12:58:30 + pm +
+
+

+ Hi,
+ I'm trying to use the terrain i've created in my own game (i'm just an amateur, it's for my uni course). + But i i'd like convert the map (textures and all) into either a DirectX .x file or a 3D Studio Max .3ds + File.
+
+ Do you know a way i could go around this? By exporting to any one of the available formats and then + perhaps converting to the format i need? Or do you have any advice on any other porgrams i could use to + do this?
+
+ Thanks for the help
+
+ P.S great prog btw happy
+
+

+
+
+
56. NemPosted: Aug 3rd, 2004 - 2:36:15 pm +
+
+

DarkWolf:

It is in the folder you installed TG + into.

Timmy:

TG can export to a text file which, if you look at it, shouldn't be + to hard to import into your program or convert to another file format. A tutorial detailing TG's .tgm + file format can also be found here.
+
+

+
+
+
57. NoBodyPosted: Aug 8th, 2004 - 12:10:03 + pm +
+
+

+ other then that you clud export to map then import it to hammer and export it to dxf and import it to + 3dsmax but this wóuld loos the texture information. then thers
+ or you could try milkshape witch is able to converte many formats.
+ including dx and 3ds
+ http://www.swissquake.ch/chumbalum-soft/ms3d/index.html
+
+

+
+
+
58. timrbPosted: Sep 11th, 2004 - 9:52:30 + pm +
+
+

+ Hi. I'm using version 3.0. It seems that TG will only generate altitudes in multiples of 256, even with + smoothing on, resulting in a very blocky looking terrain (somewhat reminiscent of SimCity 2000). Is + there some setting I can change to fix that? Is it supposed to be that way? Is it a bug? I'd appreciate + the help...
+
+

+
+
+
59. NemPosted: Sep 11th, 2004 - 10:18:00 pm +
+
+

From the Terrain menu select Snap To Grid then select a grid you + want to use. You can disable snapping from there too.
+
+

+
+
+
60. timmoPosted: Oct 29th, 2004 - 2:09:16 + am +
+
+

+ Hi Nem, I am afraid I too have problems with the Wads loading. I created a new terrain went to Packages + and tried to load halflife.wad. It crashed.It created a temp folder in TG. Then I tried to navigate to + TG-config-wads but it does not display anything in the folder to load. Your help appreciated .halloween
+
+

+ + +
[ 1 + 2 + ]

+ + +
+
+
+
Terrain Generator
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Terrain_Generator_FAQ-page2.html b/subpages/Comments/Terrain_Generator_FAQ-page2.html new file mode 100644 index 0000000..82098d8 --- /dev/null +++ b/subpages/Comments/Terrain_Generator_FAQ-page2.html @@ -0,0 +1,1060 @@ + + + + Nem's Tools [Terrain Generator - FAQ - Terrain Generator FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Terrain + Generator FAQ - NemPosted: May 26th, 2003 - 11:34:58 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Terrain Generator I get the following error message:
"The application + failed to initialize properly (0xc0000135). Click ok to terminate the application." +

+
+
A.
+
+

Terrain Generator is written in C# .NET and such as requires the .NET runtimes to run. See + the downloads + page for more information.

+
 
+
Q.
+
+

When I launch Terrain Generator I get the following error message:
"A required .DLL + file, MSCOREE.DLL, was not found."

+
+
A.
+
+

Terrain Generator is written in C++ .NET and such as requires the .NET runtimes to run. See + the downloads + page for more information.

+
 
+
Q.
+
+

Can I use Terrain Generator in a commercial project?

+
+
A.
+
+

Terrain Generator is freeware and any content created by it is the sole property of the + creator. As such any content created by TG may be distributed for both commercial and + non-commercial purposes at the creators will. The only restriction as stated (I hope) in + TG's readme is that the software itself my not be redistributed commercially or used to + promote the distribution of a commercial product. (i.e. You can package it on a CD and then + sell that CD.)

+
 
+
Q.
+
+

How do I load textures into TG?

+
+
A.
+
+

+ + From the Tools menu select Options and navigate to the Packages tab. + The Add Package button can be used to load Half-Life WAD3 texture packages and the + Add Folder can be used to load .bmp, .jpg, .tga and .wal textures from a folder on + your hard drive. You must first start a terrain before you can access the tools menu.

+
 
+
Q.
+
+

How can I move the camera in the 3D view?

+
+
A.
+
+

To rotate the camera press and hold your right mouse button in the 3D view and move it + around. To position the camera use your arrow or WASD keys.

+
+
+ +

Ask a question...

+
+
+
Modified: Oct 12th, 2003 - 4:32:02 pm[ 71449 Views ] +
+
+

+ +
[ + 1 + 2 + ]

+ + + +
+
+
61. BluefangPosted: Oct 29th, 2004 - 6:27:03 + pm +
+
+

Hey timmo

I just tryed using it on my computer and I had no + issues.

try a couple things:

A) remove your current installation.
B) + Download + the latest version in ARCHIVE format (no installer)

at the very monimum try deleteing the + config folder.

also, try re-extracting the halflife.wad from the GCf files (if you are + using + Steam). It is possible that it may be corrupt. also try loading a difrent WAD.

ALSO:
+
Quote:
+

Nem Wrote:
TG wasn't really designed to handle the halflife.wad + (as it’s a massive 36 megs of tex data). It can load it; it just takes a fair bit of time. The + maximum + number of WAD files TG can handle is 255.

Loading a folder doesn’t load texture packages, + it loads images (.bmp, .jpg, .tga and .wal are currently supported).

You can speed up + loading of large .wad files be extracting their textures to a folder. (wad2bmp can handle this quite + well).


So I guess that might also be part of the problem. When I tryed + loading + the halflife.wad, TG hung for about 2 minutes. IT DID NOT CRASH. due to the size of the WAD, TG was + just + probably bogged down importing it. Try giving it a couple minutes.

if time dosn't work, I + suppose a tempory fix would be to use [utl=http://www.telefragged.com/wally/]Wally[/url] and to copy + the + textures you want to use and make your own 'halflife.wad'.
+
+
+ I think giving it a couple minutes to process the WAD will work. it will look like the program hangs + and + it will go non-responcive in the task manager, but give it time.
+
+

+
+
+
62. timmoPosted: Oct 30th, 2004 - 1:39:23 + am +
+
+

+ Hi Bluefang, well you're right. It takes a little while but it does load. You have to have the same + wads + in WC as you use in TG for a saved terrain to carry over. Many thx. Another question though Nem. Any + pointers or thoughts about carving into a terrain to make holes. How does carving effect the division + of + the quads?
+ Great programme thx.
+
+

+
+
+
63. NemPosted: Oct 30th, 2004 - 9:36:46 am +
+
+

+ You mean carving in Hammer? The compile tools already don't like terrain so it can't be too much + worse... Usually I try to work within the generated triangular brushes though.
+
+

+
+
+
64. GadrielPosted: Mar 8th, 2005 - 12:42:48 + am +
+
+
Hmm, what are the formatting requirements for heightmaps? I suspect they need to be + greyscale, as usual, but what other formatting requirements are there?sad
+

+
+
+
65. NemPosted: Mar 8th, 2005 - 11:42:54 am +
+
+
There are no format constraints, they don't even have to be greyscale (TG will + average the RGB color and use that for the height value). If you can't see anything after generation, + try reducing your grid size or scaling the heightmap.
+

+
+
+
66. pallmanniPosted: Mar 8th, 2005 - 4:14:52 + pm +
+
+
erm... i press the button, "new" and after that the software stops, if i + press anything it only comes a beep
+
+ what
+

+
+
+
67. NemPosted: Mar 8th, 2005 - 5:23:48 pm +
+
+
Terrain Generator can only handle terrains in the neighbourhood of 512x512 + triangles + depending on your setup (preferably less than 256x256). Terrain Generator 4 will be able to handle + larger terrains when it is released.
+

+
+
+
68. bluefireModified: Mar 12th, 2005 - 9:41:16 + pm +
+
+
I have all the required software to run the program (except instead of .Net + Framework + 1.1 I have the new beta) and when I click to create a new map (no matter what size) it just locks up + the + program. sad
+
+ Just as I thought, as soon as I downgraded it worked again.
+

+
+
+
69. BluefangPosted: Mar 13th, 2005 - 5:28:57 + pm +
+
+
Well it is called a beta for a reason. It probably has a handfull of bugs to say + the + least.
+

+
+
+
70. NemPosted: Mar 15th, 2005 - 2:08:54 am +
+
+
Could be one of two things:
+
+ 1) v2.0 of the .NET Framework is in beta and most likely has some bugs. This could affect Terrain + Generator in unpredictable ways.
+
+ 2) v2.0 of the framework could do certain things differently (I know v1.0 and v1.1 did) and this + "bug" could be a product of that. Though, by the sounds of your description, it seems + unlikely.
+
+ Can one not have both versions installed at the same time?
+

+
+
+
71. BluefangPosted: Mar 15th, 2005 - 7:28:50 + am +
+
+
I think you can only have one version installed at a time.
+
+ And anyways, I suggust you don't use the beta unless you need it to run another beta Microsoft product + because I could almost gaurentee no other product will be using it until is becomes non-beta.
+

+
+
+
72. amcPosted: Jun 3rd, 2005 - 1:15:11 + pm +
+
+

Hello,

This looks like a really great tool that almost + does what I need, but also demonstrated that what i need is possible. I need to generate a + displacement + map such as Terrain Generator makes from external data. Right now, my external data is a .bmp file in + which grayscale maps to elevation. I couldn't find any Import functionality in Terrain Generator, but + I + wonder how hard it would be to hack such a thing together. Perhaps the .tgm file format is + straightforward enough so that I can put together a script to generate terrain from external data + easily.
+
+
+ Can Terrain Generator help me in this regard?
+
+

+
+
+
73. NemPosted: Jun 4th, 2005 - 11:23:55 am +
+
+
You can already "import" heightmaps, it is just done in a different way. + What you really want to do is generate a terrain from a heightmap (this gives you more control). First + create a new terrain (preferably the same size as your height map, though it doesn't have to be), then + select Generate from the Terrain menu. There is a heightmap option in there.
+

+
+
+
74. amcPosted: Jun 4th, 2005 - 7:41:40 + pm +
+
+
Oh. You are correct sir.
+
+ I was able to load up my heightmap, and make a level that Hammer could load. I have some more + questions, + though.
+
+ When I loaded the map up, I noticed that there were many surfaces that seemd to be occupying the exact + same points in space, causing Hammer to render them as this wierd undulating flashing pattern. Also, + on + large maps I get an error telling me that certain parts of the map were removed due to errors in the + file. Is this due to Terrain Generator being built for Halflife 1?
+
+
+ Also, I understand the concept behind the scale of the heightmap, but I don't understand the base of + the + scale. In other words, if I set the scale to 1.0, what height does it render black as? What height + does + it render white as? Is it 0-100?
+
+ Thanks.
+
+
+

+
+
+
75. NemPosted: Jun 8th, 2005 - 9:30:49 pm +
+
+
You can find a detailed description of how they work here. +
+

+ +
+
+
76. CannonballPosted: Jul 22nd, 2005 - 3:13:27 + pm +
+
+
Hi,
+
+ where can i get wad3 textures because i dont use TG long and i dont know where i get wad3 textures. + Can + you help me?
+

+
+
+
77. spartan131Posted: Jul 24th, 2005 - 4:31:07 + pm +
+
+
Hi I'm having problems with the terrain generator. I'm trying to create a terrain + that has a cliff with waterfall. I used the lower/higher tool to lower some parts and make some parts + higher. I imported it as a .map file and opened it in a program 3dgs. When it loads in it, I have to + delete excess blocks. There are blocks filling up the part i lowered, so I have to delete the blocks + indivisually, and i mess up. How do I make it so that it imports withuot all those blocks and it just + imports the way i made it? thanks.
+

+
+
+
78. NemPosted: Jul 29th, 2005 - 9:54:40 am +
+
+
Disable hints from the options menu.
+

+
+
+
79. JukkiPosted: Oct 8th, 2005 - 4:34:14 + am +
+
+
I dont know how to make a background image :(
+

+
+
+
80. JukkiPosted: Oct 8th, 2005 - 4:41:35 + am +
+
+
oh sorry i just figured out how to do it
+

+
+
+
81. NemPosted: Oct 13th, 2005 - 10:24:10 pm +
+
+
Your .wad files are in your .gcf files (use GCFScape to extract them).
+

+
+
+
82. SilencerModified: Oct 19th, 2005 - 1:41:12 + pm +
+
+
have an interesting graphics problem for ya nem!
when i was rendering size 8 + triangles at a grid of 2048x2048
it rendered smoothly like rolling mountains..
i generated a + couple times and POOF
all the terrain is now either vertical or flat NOT from genin it since when + i + undo it's still the weird flat style..
i dont know how to fix this and i think it may be embedded + since when i reboot and try to make a different one with different sizes it comes up the same way + :(

i am using a Geforce 6800 so it may be the card having a hard time but i dont think + so

here's the problem found it!
i set my smoothing generation to 3 passes 3 over and + 64 + thresh
i dont understand what the thresh does exactly can you explain it?
plz help!
ack + i + took yet another look at it using the mountain valley tool and it shows it ballooning up to form a + smooth round mountain and once i let go..
it goes to that weird form... here to show it i'm + hosting + some screenshots this may be a reinstall issue
shrug

+

+
+
+
83. NemPosted: Oct 19th, 2005 - 5:56:39 pm +
+
+
TG's default settings are for larger "triangle sizes" (say in the + neighbourhood of 256 units), so what you want to do is scale everything down appropriately. For + example, + if you used a smoothing threshold (which is the distance from the average height of the surrounding + terrain that a vertex needs to be before it is smoothed) of 64 for a normal terrain, you would use 2 + for + your finer terrain. All the tools also have various thresholds which should be set appropriately in + the + Options menu.
+
+ Also, if you are using the grid, you might want to disable it. The grid knocks the terrain to various + height intervals and is not necessary for Source terrains or other modeling packages.
+
+ Lastly, TG v3 was never intended for such larger terrains (that is an 8 million triangle terrain you + have there). v4 will handle such terrains in real time smoothly, but v3 simply can't handle it.
+

+
+
+
84. SilencerPosted: Oct 20th, 2005 - 12:32:33 + am +
+
+
alright that's what i figured since rendering for other apps on that load could + handle that much thx for the info
+

+
+
+
85. DimitriPosted: Dec 12th, 2005 - 10:54:51 + am +
+
+
Hey Nem, I have a feeling somebody's asked this already but couldn't find it: When + i + compile in either valve 3.5 or your batch compiler i get the "exceeded max clip_nodes" + errorexhausted, the way i + figure it i just used too many triangles when i + used the terrain gennerator, but i just need a little clarification. Can u help?
+ Thanks
+ Dimitri
+

+
+
+
86. NemPosted: Dec 12th, 2005 - 6:08:05 pm +
+
+
Well, yes, it is that your geometry is to complex, but there are ways to reduce + your + clip node count. First off, you should use the hint brushes TG generates, secondly, you should put + clip + brushes everywhere a player cannot go (cliffs etc) and thirdly, you should try the various clipping + algorithms in the newer versions of the tools.
+

+
+
+
87. DimitriPosted: Dec 13th, 2005 - 6:04:21 + pm +
+
+
thanks for verifying that man, i'll let you know how it works out, i'll still have + to + find out how to use half the stuff you just said but i'm a bit of a nub when it comes to the terrain + program you have here. I'll check out some more of the tutorials before i bombard youse guys with + questions; and btw, i still can't believe you're only a year older than me. You're freakin genius. + props + to you for all these editors you make, keep up the good work.
+

+
+
+
88. master_petePosted: Jan 18th, 2006 - 3:28:19 + am +
+
+
hello,
+ ive got three generatore/editors on my pc at now...this one i like the most,
+ but none will convert to .hmp,wich is the format i need for my game engine.i am using gamestudio6,3d + max + 8,the gimp to creat my game..now i nee a terrain editor that will play nice with these.i dont want to + switch engine b/c ive allready learned sg6 c script.some have said that teragen was good but the + controls for that thing are sooooo lame,it generates terrain giving little control so you cant crate + plataus or paths through mountains.and i couldnt load it in my game either! being a newbie is harsh, +
+

+
+
+
89. master_petePosted: Jan 18th, 2006 - 4:28:49 + am +
+
+
got a solution for myself hrer,
+ there is PROGRAM(SHAREWARE) CALLED IRFANVIEW
+ it can convert formats for you..once i had my terrain in pcx format the engine editor opened it and i + was able to save it as a .hmp and load it into game.
+
+ o joy!!!!!
+

+
+
+
90. SchorschmanPosted: May 10th, 2006 - 5:02:12 + am +
+
+
I´m using Nems TG to build the block landscape in my gamestudio a6 game.
+
+ It works fine, but i cant convert the texure information
+ into the map/ ->wmb format.
+ whenever i texture a terrain in TG, the texturing looks great.
+ i use several tileable texures that are seemless to each other, and apply them via paint brush tool, + they fit perfectly.
+ when i export them to map and open them in gamestudio, the textures dont fit anymore.
+
+ can anyone tell me how to keep the textures that way?
+ its impossible to adjust the textures by hand...
+

+ +
+
+
91. SchorschmanPosted: May 10th, 2006 - 5:02:12 + am +
+
+
I´m using Nems TG to build the block landscape in my gamestudio a6 game.
+
+ It works fine, but i cant convert the texure information
+ into the map/ ->wmb format.
+ whenever i texture a terrain in TG, the texturing looks great.
+ i use several tileable texures that are seemless to each other, and apply them via paint brush tool, + they fit perfectly.
+ when i export them to map and open them in gamestudio, the textures dont fit anymore.
+
+ can anyone tell me how to keep the textures that way?
+ its impossible to adjust the textures by hand...
+

+
+
+
92. SchorschmanPosted: May 10th, 2006 - 7:37:09 + am +
+
+
sorry, my mistake. the texture is converted correctly.
+ it seems to mess up wehn i rotate the terrain in 3dgs.
+ texture lock doesnt help either. shrug
+
+ i´ll post the question on the gstudio forum.
+
+ thanks for this great tool!
+
+
+

+
+
+
93. iiadbyronPosted: Jul 10th, 2006 - 7:44:01 + am +
+
+
I am kinda stupid when it comes to design programmes, i have already figured out + how + to make rough terrain, bulges etc, but i want to know how to insert building into my maps, these maps + are for counter strike source and i want to try make my own personal LAN only map, any help would be + greatl;ey appreciated.
+
+ thanks,
+
+ Matt
+

+
+
+
94. BluefangPosted: Jul 10th, 2006 - 6:14:43 + pm +
+
+
read the tutorial.
+
+ The last paragraph of this tutorial and the top of the next.
+ http://nemesis.thewavelength.net/index.php?c=58#p58
+
+ you need to export the terrain from the Terrain Generator then import it into your map editor (i.e. + Valve Hammer/World Editor)
+

+
+
+
95. duck45Posted: Nov 8th, 2006 - 6:38:12 + pm +
+
+
i need help importing my own created textures, i used paint, and made the texture a + jpeg file, how to i import it?
+

+
+
+
96. Sgt. AlucardModified: Nov 21st, 2006 - + 4:41:18 pm +
+
+
Hello, I just started using TG and every time I try to open an RMF (Exported from + TG) + My Valve Hammer Freezes, would someone know why?
+

+
+
+
97. NemPosted: Nov 22nd, 2006 - 12:39:27 pm +
+
+
I suspect you've made a terrain that's too large for Hammer to handle, try a + smaller + terrain.
+

+
+
+
98. headModified: Dec 9th, 2006 - 1:54:32 + pm +
+
+
I get an error when i try to open Terrain Genrator
+
+ This is what it says
+
+
+ Application Has generated an execption that could not be handled.
+
+ Process id=0xe90 (3728), Thread id=0xf54 (3924.
+
+ Click OK to terminate the Application
+ Click Cancel to debug the Application
+
+ i got a C++ debuger as i am trying to learn to code for Hl2.
+
+ Thanks
+ Head
+
+ gunfight
+

+
+
+
99. NemPosted: Dec 10th, 2006 - 4:30:45 pm +
+
+
This type of error is actually an exception in the .NET framework, not Terrain + Generator. There is something wrong with your .NET install but I'm afraid I can't offer much help more + than that.
+
+ sad
+

+
+
+
100. EtraDorPosted: Jul 19th, 2007 - 10:09:37 + am +
+
+
Hi, im loving your program " TG ". I'm curious to know if I can texture + my + terrain using the textures for dodsource with TG ? -thanks
+

+
+
+
101. NemPosted: Jul 19th, 2007 - 2:33:48 pm +
+
+
Not yet, sorry.
+ brokenball
+

+
+
+
102. unseyPosted: Aug 2nd, 2007 - 7:15:11 + am +
+
+
It seems that i'm having problems with textures too. In the shape of i dont + actually + hae any textures to use. the folder is (i think) empty and the related links in the drop down menu's + are + unclickable. also i cant use the painbrush tool. what the hell is going on?
+

+
+
+
103. ToxindudePosted: Sep 16th, 2007 - 9:44:19 + pm +
+
+
I am new to the generator well I need to know what the exact file name is that the + textures are located in . I can't find them anywhere . Nor do I know exactly how to get them into the + genorator I have an kind of an idea .
+
+ I do this
+
+ From the Tools menu select Options and navigate to the Packages tab. The Add Package button can be + used + to load Half-Life WAD3 texture packages and the Add Folder can be used to load .bmp, .jpg, .tga and + .wal + textures from a folder on your hard drive. You must first start a terrain before you can access the + tools menu...
+
+ but can't find them need help please
+
+ rx786@gmail.com please reply to that e-mail or on here if you can thank you .
+

+ +
+
+
106. NemPosted: Jul 9th, 2008 - 9:56:24 pm +
+
+
If you are exporting heightmaps from Terrain Generator, or importing heightmaps + into + Terrain Generator, the texture information will be lost.
+

+
+
+
107. DevilguardPosted: Jul 11th, 2008 - 6:51:37 + am +
+
+
Oh.....
+ ok,thank you for your answer!
+

+
+
+
108. anhdung86Posted: Jul 27th, 2008 - 2:53:23 + pm +
+
+
My system is: CPU: Pentium 4 2.4 Ghz, RAM 1Gb, VGA ATIradeon 1550 256Mb. But when i + use Terrain Generator, it's very slow (sometimes FPS is only 7-10) so i can't create any terrain. + Please + help me !
+

+
+
+
109. africaPosted: Aug 6th, 2008 - 4:01:26 + am +
+
+
question for the nem hey man !! im using tg to export .map to reality factory but + when it opens there i have just a wireframe its jumping on my mental sheep aaaarg
+

+
+
+
110. africaPosted: Aug 6th, 2008 - 4:01:27 + am +
+
+
question for the nem hey man !! im using tg to export .map to reality factory but + when it opens there i have just a wireframe its jumping on my mental sheep aaaarg
+

+
+
+
111. TappModified: Jan 26th, 2009 - 8:13:54 + pm +
+
+
Is there a way to load my map into the terrain editor I can generate around my + already made structure?
+

+ +
[ + 1 + 2 + ]

+ +
+
+
+
Terrain Generator
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTFLib_FAQ.html b/subpages/Comments/VTFLib_FAQ.html new file mode 100644 index 0000000..680dc17 --- /dev/null +++ b/subpages/Comments/VTFLib_FAQ.html @@ -0,0 +1,543 @@ + + + + Nem's Tools [VTFLib - FAQ - VTFLib FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTFLib + FAQ - NemPosted: Mar 26th, 2006 - 1:12:56 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch VTFEdit I get the following error message:
"The application failed to + initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

VTFEdit is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
Q.
+
+

When I launch VTFEdit I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

VTFEdit is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
+ +

Ask a question...

+
+
+
[ 26321 Views ] +
+
+

+ + +
+
+
1. jadmPosted: Sep 26th, 2006 - 6:18:32 + pm +
+
+
My problem hasnt really got to do with the program itself (program is brilliant), + basically when i create a vtf and use it in cs:source the whole image gets placed to the right a bit. So + about 2% of the picture which should be on the right side appear on the left side. shrug
+ This dosnt happen with other vtf's which ive downloaded.
+ Is it the version (7.0, 7.1, 7.2) or is it the reflectivity. Otherwise everything is exactly the same + (in sense of properties) with the ones ive downloaded.
+ thx 4 the patience.shrug
+

+
+
+
2. NemPosted: Sep 27th, 2006 - 7:03:56 pm +
+
+
Can you email me the + source image (the one you are importing into VTFEdit) and the .vtf file you generated so I can take a + closer look?
+
+
+

+
+
+
3. helpmepleaseModified: Apr 30th, 2007 - + 5:49:52 pm +
+
+
When ever i open open the program, it just stops loading and
+ says it not responding. I have the .net componet.
+ Can someone help me please?
+

+
+
+
4. phatalbertModified: Jan 6th, 2008 - 11:32:53 + pm +
+
+
I have .NET Framework 1.1 and 2.0 and the updates all installed, however, once + downloaded VTFEdit it does not open and the error says that it is not configured properly and try + reinstalling. I saw a comment about the same problem and they were told to go get .NET framework. I have + already and still VTFEdit will not open can you please help me Nem. Do I need to get rid of all + frameworks prior to 2.0 and only keep 2.0 ? I also DLd the nVidia pack with the Lib file that was + recommended and still VTFEdit wont open, please help.
+

+
+
+
5. SmiechuPosted: Feb 28th, 2008 - 8:39:19 + am +
+
+
I can't open TF2 VTFs because i'm getting this error:

+ Btw. I was trying to open v_greanadelaucnher.vtf
+

+
+
+
6. FrostyfrogPosted: Mar 18th, 2008 - 4:39:29 + pm +
+
+
I have the exact same problem as Smiechu. I'm not trying to load TF2 VTFs tho. I am + trying to load my own VTF that I made with Vtex to see if it worked.
+

+
+
+
7. FrostyfrogModified: Jul 12th, 2008 - 4:00:23 + pm +
+
+
How can I edit an image that has the Eight Bit Alpha turned on? I can send you the + files to show what I'm talking about if you want. But when I look at the image in Vista's explorer bar, + It looks different from the one I see in Paint.Net after I convert it with VTFEdit.
+

+
+
+
8. NemPosted: Jul 12th, 2008 - 4:02:07 pm +
+
+
Right, I received a problem .vtf file two weeks ago, but I forgot and haven't yet had + a chance to look at it. In Photoshop, you can edit the alpha channel by simply selecting it under the + Channels tab (bottom right corner).

I don't know if Vista previews the alpha channel, but in + VTFEdit, the Mask setting (View menu) lets you switch between the RGB channels and the RGB + channels blended with a checkered background via the alpha channel (for previews).
+

+
+
+
9. InflatableSoulmateModified: Dec 20th, 2008 - + 4:03:08 am +
+
+
I was wondering if it's possible to use vtflib to convert a vtf file to a jpg. What + I'm looking for is something command-line that a php script could call then snarf up the jpg for display + on a web page.

You can find out what decal is being used by a person on your server from + within a sourcemod plugin, and the server saves it inside a .dat file. If you rename the .dat file to a + .vtf file, you can open it with your photoshop plugin. What I want to do is write a plugin for our + gameservers that will export a web page so that admins can see if any of the players are responsible for + spraying pornographic or racist decals without having to be present in-game.

EDIT: Nevermind. + I found the -exportformat option, finally :) missed it the first several times I looked through the cmd + screenshot on the about page. Works like a charm, and I'll look into making this all automated. Thanks + for an excellent toolset. :)

Thanks,

Inflatable Soulmate
Server Operations + Manager
Brothers of Chaos + Multi-Gaming Clan
+

+
+
+
10. Christoffer395Posted: Dec 25th, 2008 - + 4:28:14 pm +
+
+
I got a error message when trying to open a random .VTF file
+
+ Error loading VTF texture
+
+ Error:
+ File signature does not match 'VTF'
+
+ What does it mean, is it possible to fix it?
+

+
+
+
11. NemPosted: Dec 31st, 2008 - 4:55:25 pm +
+
+
It sounds like the file is not a Valve Texture Format file. Not all files of + the same extension share the same format. There is no fix for this.
+

+
+
+
12. twocowsPosted: Jan 4th, 2009 - 12:39:45 + am +
+
+
I have a spray with transparency that I created using two PNG files, and there are a + bunch of purple pixels at the place where the image meats the transparency (looks like the image has a + purple border around it). Here's a screenshot: + http://img186.imageshack.us/my.php?image=purpleborderuh3.jpg
+

+
+
+
13. kraidPosted: Apr 16th, 2009 - 8:18:01 + am +
+
+
At first i want to tell you VTFEdit is absolutly awesome, i use it since a while now + and it really makes live (or at least converting textures for source) a lot easier.
+
+ But now i have a little problem:
+
+ I tried to create a spheremap (for reflection on a prop).
+ As far as i know, i would need to save it as a enviroment map, but no matter what i do, i cannot make it + checking the flag for enviroment map.
+
+ The vtf plugin for Photoshop doesn't support enviroment maps, so maybe it's not working in VTFEdit, + too.
+
+ Can you please tell me if it's possible to create enviroment maps (in that case a spheremap) with + VTFEdit and if it is, how to do it?
+

+
+
+
14. NemPosted: Apr 18th, 2009 - 4:31:55 pm +
+
+
Sphere map support in the Source engine is deprecated. Sphere maps were only included + as a fallback for older versions of DirectX. You can still create them with VTFEdit, however. To do so: +
    +
  1. Press the Input button.
  2. +
  3. Select six images that make up the cube map.
  4. +
  5. Select Generate Sphere Map to generate a sphere map from the six images.
  6. +
  7. Press OK.
  8. +
The sphere map will be the seventh face in the .vtf. I belive you can also specify seven images if + you want (the seventh one being the sphere map).
+

+
+
+
15. kraidPosted: Apr 19th, 2009 - 6:09:19 + am +
+
+
Thanx for the info, you're my hero.
+

+ +
+
+
16. chris kPosted: Jun 2nd, 2010 - 4:25:26 + pm +
+
+
+
Christoffer395:
+
I got a error message when trying to open a random .VTF file

Error + loading VTF texture

Error:
File signature does not match 'VTF'

What does it + mean, is it possible to fix it?

+
+ I get this error to but its from Left 4 dead 2 the pak 1 :| i dont know whats wrong. I don't think its + that i think you have an outdated VTF format. Can you look into it please. Thanks ^_^
+ exhausted exploding
+
+
+

+
+
+
17. Joemama 891Posted: Sep 5th, 2011 - 8:35:57 + pm +
+
+
when i try to launchh mine it says that the side to side is incorrect? is there a way + to fix this?
+

+
+
+
18. DomIIIPosted: Sep 6th, 2011 - 6:26:24 + am +
+
+
The problem is a wrong Visual C++ 2005 runtime version
+

+
+
+
19. KavukamariPosted: Jan 23rd, 2012 - 1:32:27 + am +
+
+
I, like many, get the "Application configuration is incorrect" error, I + think this is an error with compiling, can you look into it?
+

+
+
+
20. DomIIIPosted: Jan 25th, 2012 - 10:18:08 + pm +
+
+
Kavukamari, I just tried to launch the current VTFEdit on my freshly installed + system, it does work. I have installed the necessary runtimes in the latest version. The + "Application configuration is incorrect" error is not a compile-error or anything but + caused a missing or outdated runtime.
+

+
+
+
21. AngryHippiePosted: May 22nd, 2013 - 12:08:57 + am +
+
+
Hi there,
+
+ When trying to open VTFedit I get the following error:
+
+ "The application failed to start because its side-by-side configuration is incorrect. Please see + the application event log or use the command-line sxstrace.exe tool for more details."
+
+ I don't know how to find the event log or use sxstrace so I wasn't able to get more info. I am running + 64 bit windows 7 and I have the ,net framework and c++ installed. Thanks
+

+ + + +
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
+

+
+
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+
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+
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+
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+
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+ +
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+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/virtuAMP_FAQ.html b/subpages/Comments/virtuAMP_FAQ.html new file mode 100644 index 0000000..7588836 --- /dev/null +++ b/subpages/Comments/virtuAMP_FAQ.html @@ -0,0 +1,611 @@ + + + + Nem's Tools [virtuAMP - FAQ - virtuAMP FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
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virtuAMP + FAQ - NemPosted: Jul 4th, 2007 - 3:13:10 pm +
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+
Q.
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+

How do I connect my guitar to my computer?

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+
A.
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+

There are two cheap solutions to this question:

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  1. Obtain a 1/4" (6.35 mm) mono to 1/8" (3.5 mm) mono adapter. Such adapters are available + at most good audio/video stores. A stereo adapter should also do the job. You should then + be able to connect a standard 1/4" guitar cable into the 1/8" line-in or microphone input + on your computer. Play as usual using either headphones or speakers.
  2. +
  3. Obtain a microphone and a set of headphones, connect your microphone to your computer's + microphone input and your headphones to your computer's headphone output. Play into your + microphone.
  4. +
+
+
Q.
+
+

Why do my speakers pop when I play my guitar through virtuAMP?

+
+
A.
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+

Your computer isn't able to process audio buffers fast enough before receiving the next + audio buffer. This is usually caused by a slow CPU or cheap sound card. You can mitigate the + effect by trying any combination of the following three settings:

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  1. Audio Driver: Try switching between the Windows Multimedia and DirectSound audio + drivers. The DirectSound audio driver should provide better priority for audio processing, + but requires Windows XP and up.
  2. +
  3. Audio Buffer Denominator: Try increasing the delay between audio buffer capture and + playback by decreasing the audio buffer denominator setting one step at a time. Allow a + few seconds to determine effectiveness.
  4. +
  5. Audio Buffer FPS: Try decreasing the display frame rate by decreasing the audio buffer + FPS setting. This will provide more CPU time for audio processing.
  6. +
+
+
Q.
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+

How do I connect foot pedals to virtuAMP?

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+
A.
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virtuAMP does not support foot pedals, but you can use your keyboard to toggle effects on + and off. To add a shortcut:

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  1. Select an effect.
  2. +
  3. While holding the shift key, press the button you wish to use to toggle the effect (you + can assign the same key to multiple effects).
  4. +
  5. The name of the key you selected should appear in the status bar at the bottom of your + screen.
  6. +
  7. Repeat 1-3 for each effect you with to add a shortcut to.
  8. +
+

To remove a shortcut:

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  1. Select an effect.
  2. +
  3. While holding the shift key, press delete.
  4. +
  5. Repeat 1-2 for each effect you with to remove a shortcut from.
  6. +
+
+
Q.
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+

Why can't the Player/Recorder effect play my .wav file?

+
+
A.
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virtuAMP only supports 8 or 16 bit PCM, and 32 bit or 64 bit IEEE floating point .wav files + sampled at 44100 Hz.

+

You may use Audacity + to convert your .wav files to an accepted format.

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You may also encounter problems if the .wav file is opened in another program, or by + virtuAMP for recording. Check the log.txt file in your installation folder for detailed + error messages.

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+
Q.
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+

How do I improve my sound quality?

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+
A.
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virtuAMP is not meant to be a replacement for real guitar amplifiers or professional studio + equipment. Having said that, there are many factors that will affect the quality of sound + virtuAMP can produce. Your audio card and speakers are probably the most important factors + (most computers come with a cheap on-board sound card), and a slow CPU can lead to audible + popping as audio buffers aren't processed before they are needed. Upgrading any of these + things may lead to a better overall sound.

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Ask a question...

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Modified: Sep 4th, 2007 - 8:15:19 pm[ 18667 Views ] +
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1. SheepdogPosted: Aug 10th, 2007 - 6:49:52 + pm +
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Does this support Vista (32-bit) fully?
+
+ I have it installed and I have my guitar set up right, but what next? Does it just automatically alter + your sound? Because nothing happens and when I try to use the "Mute" button it stops + responding. Did I miss something?
+

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2. NemPosted: Aug 10th, 2007 - 9:41:37 pm +
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If the application is working, you should just hear sound. I haven't tested virtuAmp + in Vista, but by the sounds of it, it may not work. I'll try to fix this soon (I'm in the middle of my + final exams at the moment).
+

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+
3. SheepdogPosted: Aug 11th, 2007 - 8:35:29 + pm +
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+
Alright thanks. And what I have seen of the program it looks great. If it sounds as + good as it looks, then I'm sure you've made a damn good program ;)
+
+ And good luck with the exams...
+

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+
+
4. leezanoniPosted: Aug 16th, 2007 - 2:24:01 + pm +
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+
I downloaded the program but it will not produce any sound i can hear the pedals + buzzing but no sound
+
+ when i use my recording software it will pick up the guitar but i really want to be able to use all + those pedals.
+
+ i dont no what i am doing wrong i tried the buffer setting fom 1 to 18 and it makes no difference
+
+ please help
+
+ thank you
+
+ lee
+

+
+
+
5. NemPosted: Aug 16th, 2007 - 3:40:36 pm +
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What OS are you on? Can you post the contents of log.txt (found in your + virtuAMP folder)? You may also try checking your microphone volume using the Windows Volume Control + utility.
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+ Other than that, I'm not too sure. I'll hopefully be releasing a new version in the next week or so with + better audio support through DirectX. I'll also be taking a look at the current audio driver, which is + based on the Windows Multimedia API, as it may have problems with Vista.
+
+ lazy
+

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6. leezanoniPosted: Aug 16th, 2007 - 4:01:51 + pm +
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+
this is what my log says
+
+
+ Initializing engine...
+ Engine initialized.
+ Creating new pedalboard...
+ Pedalboard cleared.
+ Loading C:\Documents and Settings\Admin\Local + Settings\Temp\virtuamp100\virtuAMP\units/preamp.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/preamp.png loaded + (256x256 @ 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local + Settings\Temp\virtuamp100\virtuAMP\units/power.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/power.png loaded (8x8 @ 4 + BPP).
+ Loading C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/knob.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/knob.png loaded (32x32 @ + 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local + Settings\Temp\virtuamp100\virtuAMP\units/output.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/output.png loaded (64x32 + @ 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/noise + gate.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/noise gate.png loaded + (256x256 @ 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local + Settings\Temp\virtuamp100\virtuAMP\units/input.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/input.png loaded (64x32 @ + 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local + Settings\Temp\virtuamp100\virtuAMP\units/equalizer.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/equalizer.png loaded + (256x256 @ 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local + Settings\Temp\virtuamp100\virtuAMP\units/slider.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/slider.png loaded (8x8 @ + 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local + Settings\Temp\virtuamp100\virtuAMP\units/oscilloscope.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/oscilloscope.png loaded + (256x256 @ 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/speaker + cabinet.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/speaker cabinet.png + loaded (256x256 @ 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/cable + head.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/cable head.png loaded + (32x32 @ 4 BPP).
+ Loading C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/cable + shell.png...
+ C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\units/cable shell.png loaded + (32x32 @ 4 BPP).
+ New pedalboard created.
+ Destroying engine...
+ Pedalboard cleared.
+ Engine destroyed.
+ Saving C:\Documents and Settings\Admin\Local Settings\Temp\virtuamp100\virtuAMP\virtuAMP.ini...
+
+

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7. leezanoniPosted: Aug 16th, 2007 - 4:20:29 + pm +
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+
my os is win xp
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+

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8. NemPosted: Aug 27th, 2007 - 4:40:04 pm +
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+
Just an update for those interested: I've got virtuAMP working under Vista now, and + I've added new Flanger and Feedback Loop effects. Once I finish up DirectSound support and a new Fuzz + pedal I'll upload the next release. I expect this to be within a week.
+

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9. mabanPosted: Aug 27th, 2007 - 11:06:55 + pm +
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+
Cool!
+

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10. ZzzyaxPosted: Sep 4th, 2007 - 1:46:53 + pm +
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...I should have read this before i made the question on the About page, oh well... i + know now...
+

+
+
+
11. MisFit4MePosted: May 20th, 2008 - 4:36:26 + pm +
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+
Is there a way to play through VituaAMP but record in Audacity? I record music mostly + in Audacity and it'd be cool if there were a way for me to play using virtua amp and it record what came + out into Audacity. Let me know if there's an easy way to do this.
+

+
+
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12. NemPosted: May 20th, 2008 - 6:21:12 pm +
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Usually you can set your recording input to be the stereo mix, but because you need + your recording input to be your mic or line in for virtuAMP, I can't think of any way to do this.
+
+ capoera
+
+ You can, however, use virtuAMP's Recorder pedal to record what you play to a .wav file, then open the + .wav file in Audacity.
+

+
+
+
13. MisFit4MePosted: May 21st, 2008 - 5:31:00 + pm +
+
+
I was trying to do that but I couldn't seem to get it to work. How does the recorder + pedal work exactly? It seemed that when I used it, the "power" light wasn't on.
+

+
+
+
14. NemModified: May 21st, 2008 - 6:19:12 pm +
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+
Works fine with Audacity (I've used the two several times). To use it:
    +
  1. Place the pedal wherever you want to record (usually before the speaker cabinet).
  2. +
  3. Press the save button and select a file to record to.
  4. +
  5. Engage the pedal to record to the file (each time you engage the pedal it overwrites the file's + contents).
  6. +
  7. Play your guitar.
  8. +
  9. Disengage the pedal to stop recording.
  10. +
+
+

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15. philipearlwilliamsPosted: Feb 4th, 2009 - + 3:55:40 am +
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i am using windows vista 32 bit....the program works but there is a delay between the + note played and the sound output to the speakers ? is this something that you are working on or will + work on. this is going to be a great program once this little glitch is fixed. thank you for taking the + time to build this app. good luck !
+

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Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
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+ + + \ No newline at end of file -- cgit v1.2.3